3f0699cf0 Backends: Vulkan: Fix failing assertion for platforms where viewports are not supported (#8734) adfa5364c Merge branch 'master' into docking 673eb7de9 Version 1.92.0 da3c86925 Demo: added TextLinkOpenURL() call in Widgets section. 2819ab32f Layout: commented out legacy ErrorCheckUsingSetCursorPosToExtendParentBoundaries() fallback. (#5548, #4510, #3355, #1760, #1490, #4152, #150) 6f21bed66 Fonts: removing assert from legacy PushFont() to mirror new PushFont(). for consistency. 719a3fe98 Additional comments on ErrorCheckUsingSetCursorPosToExtendParentBoundaries(). (#5548) 5bc70c68e Fonts: fix PushFont(NULL) to work as advertised. dcf14505e Backends: SDLGPU: fixes call to SDL_MapGPUTransferBuffer(). Fixes artifacts on OSX/Metal. (#8465, #8703) d8c695371 Fonts: comments. e4bba0b53 Merge branch 'master' into docking 89b5a2c3d (Breaking) Fonts: removed ImFontFlags_DefaultToLegacySize. 97e0d5961 (Breaking) Fonts: removed PushFontSize(), PopFontSize(). ca72eb059 (Breaking) Fonts: obsolete PushFont() default parameter. 04a5b9c2c Backends: SDL3: fixed pulling SDL_PROP_WINDOW_COCOA_WINDOW_POINTER into viewport->PlatformHandleRaw. (#8725, #8726) 776897d3c Fonts: fixed PVS Studio false positive "expression 'cmd_count != draw_list->CmdBuffer.Size' is always false." (#8720, #8465) 7cd567202 Merge branch 'master' into docking 0218ddd57 Fonts: moved GetFont(), GetFontSize(), GetFontBaked() to higher section. 6722d789e (Breaking) Fonts: Removed support for PushFont(NULL) which was a shortcut for "default font". 6e846c56b Demo: fixed ID conflicts. (#8723) 608dd96de Fonts: fixed RenderText() asserting when crossing VtxOffset change boundaries. (#8720, #8465) a49ddaac8 Fonts: add comments and examples for GlyphExcludeRanges[]. 613a6a964 Fonts: AddFontDefault() adds to GlyphOffset.y instead of overriding it. 0dc2885f3 InputText: fix for InsertChars() to work on read-only buffer. (#8714, #8689, #8242) efe2b21a5 Backends: GLFW: Fixed not installing WndProc hook in all GLFW version, so AddMouseSourceEvent() logic was missing for some viewports. e132b444a Backends: GLFW: Fixed crash when using GLFW 3.3 (#8713, #8676, #8239, #8069) 4fde473f3 Backends: warning fixes (for docking branch). afe20dc9b Backends: warning fix. b580c1130 Merge branch 'master' into docking e97e55adb Backends: Fixed various warnings discovered when using MinGW GCC 15/Clang on latest backends. 2f9c518ca Textures: ImTextureData::GetPixels() returns void* for clarity. 9a50c0917 Bsckends: SDL2, GLFW: fixed ImGui_ImplXXXX_GetContentScaleXXX functions never using SDL 2.0.4 & GLFW 3.3 path in master. 3a964d18e Comments on ImGuiMod_XXXX and ImGuiKey_GamepadXXXX values. 8d6e66d38 Backends: DX10, DX11, DX12, OpenGL3, Vulkan, WGPU: Assert when CreateDeviceObjects() calls return false. f7dabede8 Backends: Allegro5: Fixed missing invisible mouse cursor, broken by ee8941e0d. 725d185a3 Backends: DirectX12: fixed build on MinGW. (#8702, #4594) 2a8c75f3e Backends: GLFW: amend for multi-context support with multi-viewport. (#8676, #8239, #8069) c2c38beec Merge branch 'master' into docking f633a6058 Backends: GLFW: Added support for multiple Dear ImGui contexts. (#8676, #8239, #8069) d290e583c Backends: GLFW: fixed WndProc relying on current context. (#8676, #8239, #8069) c56e8b496 imgui_freetype: fixed NULL that creeped in instead of nullptr. 344d5ff4b Merge branch 'master' into docking b2c73596a InputText: fixed a buffer overrun that could happen when using dynamically resizing buffers. (#8689) 12626b85c InputText: minor changes to match for both insert chars paths to look more similar. 08bb34814 Misc: removed static linkage from operators to facilitate using in C++ modules. (#8682, #8358) 041abe852 Revert "Misc: removed static linkage from operators to facilitate using in C++ modules. (#8682, #8358) [@radjkarl]" 39a90ac4d Misc: removed static linkage from operators to facilitate using in C++ modules. (#8682, #8358) [@radjkarl] f2e4e8039 Windows: BeginChild(): fixed being unable to combine manual resize on one axis and automatic resize on the other axis. (#8690) fe048efea DrawList, Fonts: fixed PushFont()/AddImage() not restoring correct atlas texture id when using multiple atlas (#8694) 24f7328e5 DrawList, Fonts: fixed ImFontAtlasTextureRepack() overwriting draw list shared data UV's etc. even when not bound. (#8694, #8465) 842837e35 imgui_freetype: fix conversion null -> bool in FontBakedLoadGlyph (#8696) 6b3cbb10a Backends: Vulkan: correct minimum pool size assertion (#8691) d896eab16 Backends: OSX: ImGui_ImplOSX_HandleEvent() only process event for window containing our viewports. Amend 7ac99a4 for docking. (#8644) 4cf85ee54 Merge branch 'master' into docking cfa43e721 Windows: clicking on a window close button doesn't claim focus and bring to front. (#8683) d8da97f75 Fonts: UpdateCurrentFontSize() early out doesn't need to clear FontBaked. ca3169310 Fonts: fixed FontBaked=NULL in initial call to SetCurrentWindow() in Begin() using previous frame value of SkipItems. (#8465) 1ec1510ef Fonts: clarify assert. (#8680) 7ac99a436 Backends: OSX: ImGui_ImplOSX_HandleEvent() only process event for window containing our view. (#8644) b7f13df13 Docs: reformat Changelog. 571dae966 Backends: WGPU: added ImGuiBackendFlags_RendererHasTextures support. (#8465) b178fd428 Backends: WebGPU: moved sampler creation out of ImGui_ImplWGPU_CreateFontsTexture(). 115a8e74c Fonts: update misc comments, docs. 41f4acfb4 Fonts: add has_textures parameters to ImFontAtlasUpdateNewFrame(). 7b8e00013 Fixed duplicate symbols in some compile-time configurations. 1ce75e2bc Fixed duplicate symbols in some compile-time configurations. e8f831dea Merge branch 'master' into docking f6fc16658 TreeNode: fixed runtime asan warning (#2920) a0b3eceec Fixed using IMGUI_DISABLE_DEMO_WINDOWS without IMGUI_DISABLE_DEBUG_TOOLS and without linking with imgui_demo.cpp 7d70c0ff9 Merge branch 'master' into docking 7a42233d4 imgui_freetype: fixed using legacy names. 895bff652 Removed unneeded check in RenderText() loop + disable static analyzer false-positive warnings. e43fd7537 Merge branch 'master' into docking df068ce11 Various/misc fixes following back-and-forth dynamic_fonts->master->docking merges. Added missing API BREAKING CHANGES section. e4055e763 Fonts: Misc merge fixes. 1e130e045 Examples: set ConfigDpiScaleFonts / ConfigDpiScaleViewports in all examples already setup for scaling. 65857236c Backends: GLFW, SDL2, SDL3, update for docking to use helpers. 6af6cec23 Merge branch 'master_fonts' into docking 96be95731 Docs: update Changelog, FAQ, Fonts docs. 4acce8565 Fonts: tweaks demo and exposure to sliders, etc. cc3d4cab2 (Breaking) renamed ImFontConfig::FontBuilderFlags -> FontLoaderFlags. ImFontAtlas::FontBuilderFlags -> FontLoaderFlags. ImGuiFreeTypeBuilderFlags -> ImGuiFreeTypeLoaderFlags. e1481a731 Fonts: fixed NewFrame() when atlas builder has been created but fonts not added. Fixed GetCustomRect() after atlas clear. 29fbf3c1e Fonts: demote ImFont::GetFontBaked() as slighty internal. 0e769c541 Fonts: amend UpdateCurentFontSize() early out optimization. 573f08135 Fonts: fixed PopFont() broken recovery. 2e67bd4de Fonts: rename to ImFontAtlasBuildLegacyPreloadAllGlyphRanges(). c18301f35 Examples: remove explicit font sizes from AddFontXXX() calls. Add commented out style.FontSizeBase assignment. 02f58b320 Fonts: AddFont() functions now allow size_pixels==0.0f (only required when using certain functions) bc394410a Examples: Win32+DX9/DX10/DX11/DX12, SDL2+DX11/OpenGL2/OpenGL3/SDLRenderer/Vulkan, SDL3+OpenGL/SDLGPU/SDLRenderer/Vulkan: made example DPI aware by default. (master + docking: partial support for multi-dpi by scaling fonts + viewports but not style) b98e92839 Backends: SDL2, SDL3, GLFW: Backport small part of c90ea13 from docking. 8269924c3 Backends: GLFW: added ImGui_ImplGlfw_GetContentScaleForMonitor(), ImGui_ImplGlfw_GetContentScaleForWindow() helpers. 9da3e6696 Backends: SDL2: added ImGui_ImplSDL2_GetDpiScaleForDisplay(), ImGui_ImplSDL2_GetContentScaleForWindow() helpers. d72e66cde Examples: remove comments/references about baking and GetGlyphRangesJapanese(). 2d2b1cee6 Fonts: internals: renamed g.FontSizeBeforeScaling to g.FontSizeBase for consistency. 3c27c643a Fonts: internals: renamed g.FontScale to g.FontBakedScale for clarity. Comments. d85e22d20 Added style.FontScaleDpi which is the field overwritten by ImGuiConfigFlags_DpiEnableScaleFonts. 8766efcba (Breaking) Renamed io.FontGlobalScale to style.FontScaleMain. 80c08f228 (Breaking) Fonts: obsoleting SetWindowFontScale(). 59a11363a Fonts: ground work for allowing SizePixels to be optional. 402db2ef3 Fonts: fixed passing negative sizes to stb_truetype loader. 1e118ab89 Fonts: added ImGuiStyle::FontSizeBase. Ensuring PushFontSize() works before main loop and across NewFrame(). b029be6b6 Fonts: avoid calling GetFontBaked() during SetFontSize(). Also fixes loading extraneous baked on atlas that will be locked 033cdc413 Fonts: comments and slight packing of ImFontConfig fields. 69547bd4b Fonts: ImFont::DefaultSize -> ImFont::LegacySize. ImFontFlags_UseDefaultSize -> ImFontFlags_DefaultToLegacySize. e3860aa6a (Breaking) Fonts: removing obsolete ImFont::Scale. 25f9c318e Fonts: added "Input Glyphs Overlap Detection Tool". Added "Clear bakes", "Clear unused" buttons. Move code. 5926c877a Fonts: detect if ImFontAtlasUpdateNewFrame() is not being called. 9f8b4bdaf Fonts: fixed edge case calling RenderText() without priming with CalcTextSize(). b2343d624 Fonts: fallback to default default rasterizer density + pick one from existing viewports at the time of calling AddUpdateViewport(). 83aad8127 Fonts: comments + made IMGUI_DEBUG_LOG_FONT() work without an ImGui context. f3780c735 Fonts: adding GetFontBaked() in public API. 92ff15376 Fonts: added notes/comments and dummy type about renaming ImFontBuilderIO::GetBuilderForFreeType() to ImFontLoader::GetFontLoader(). 3d848a886 Fonts: fixed support for IMGUI_STB_NAMESPACE. 822903e56 Fonts: fixed ImFontAtlas::RemoveFont() with multiple sources. 5ee984555 Fonts: automatically set current rasterizer density to viewport density. Effectively should fix most things on macOS. ea756ede1 Fonts: reorder ImFontFlags according likelihood of being useful. 1b51a88bb Fonts: moved compare operators to internal. Removed commented out ones aimed legacy backends: not needed anymore since we didn't rename ImTextureID. 39f6c793b Fonts: proof of concept support for user textures. 91ed6e67b Fonts: fixed support for multiple atlases. fad5280d4 Fonts: fixed broken support for legacy backend due to a mismatch with initial pre-build baked id. 65e603997 Fonts: remove unnecessary ImDrawListSharedData::FontAtlas which is actually getting in the way of using multiple atlases. 46fa9e8ef Fonts: Debug display status. Fixed truncated raw texture id. Fixed FormatTextureIDForDebugDisplay(). Comments. f6735c223 Fonts: remove ImFontHooks in favor of a AddRemapChar() implementation. 89e880dfd Fonts: adding ImFontHooks for codepoint remapping. 8523cbdf5 Fonts: rework ImFontLoader::FontBakedLoadGlyph() interface 4dec946ae Fonts: don't pretend to half recover from OOM for now + debug log filename on load failure. b32ef3c05 Fonts: make RasterizerDensity a dynamic field. (temporarily exposed as SetFontRasterizerDensity()). 8140a9d8a Fonts: comments on ImTextureData fields. 42e7bb80b imgui_freetype: removed anonymous namespace + extracting two functions outside of ImGui_ImplFreeType_FontSrcData. 6a455e128 imgui_freetype: moving data out of ImGui_ImplFreeType_FontSrcData. 5310f5fba Fonts: rework toward reducing reliance on ImFontConfig::DstFont since we ought to separate them. 2b0d49a90 Fonts: make ImFont::Sources a vector. e7efe94fd Fonts: shallow rework of ImFontAtlasBakedAddFontGlyph() to facilitate upcoming change. 890fff92f Fonts: rename many internal functions for consistency. No other changes. c4fa9bb61 Fonts: add ImFontGlyph::SourceIdx. Extract code out of DebugNodeFont() into DebugNodeFontGlyphesForSrcMask(). bcd1a94b8 Fonts: Extract ImFontAtlasBuildGetFontBaked() out of ImFont::GetFontBaked() mostly for consistency with upcoming changes + tweak locals in AddFont(). 7840e453b Fonts: ImFontAtlasBuildInit() is always called with atlas->Builder == NULL. eb650c468 Fonts: fixed unused variable warning. c43b138a6 Fonts: no need to load current baked on SkipItems window? + removed unused field. cdfa537ad Fonts: packing of shared basic/line/cursor data uses more public API. ed2bb2cff Fonts: encode additional data in ImFontAtlasRectId to detect invalid id + added Rects debug browser. 0436fba13 Fonts: fixed compaction gc-ing baked fonts used in the current frame + rename. e8035b94e Fonts: misc tidying up. d789263e0 Fonts: internal rendering uses higher level functions. 12599da53 Fonts: do not mark whole ImTextureData struct as IMGUI_API to fix warning when used in ImVector<> (8559) fb5c53708 Fonts: changing loader/backend or loader flags may be done without losing custom rects. Sharing more code. 526a5d0f8 Fonts: tidying up. 1ea9ff367 Fonts: add optional out parameter to AddCustomRect() 074bf39e4 Fonts: GC Compact All exposed in Metrics->Memory Allocations includes compacting texture data. 23dc46c4f Fonts: added RemoveCustomRect(). e9cf3de58 Fonts: moved ImFontAtlasRectId back to public API. 69d28f867 Fonts: added ImFontAtlasRectId_Invalid == -1 db30e1b5b (Breaking) Fonts: rework GetCustomRect() api. Reintroduce ImFontAtlasRect. f40274702 (Breaking) Fonts: renamed AddCustomRectRegular() -> AddCustomRect(). 253dff765 Fonts: Comments. fc8708113 Fonts: fixed GetCustomRectUV(). 9324961cd Fonts: fixed calling AddFontXXX not invalidating texture for legacy backends. 44498825c (Breaking) Fonts: PushFont() default to preserve current font size. 168b97c29 Fonts: removed size rounding in AddFont() which breaks relative sizing of merged fonts (8502) 2de15dc64 Fonts: fixed legacy backend path preloading all sources sizes erroneously + failing to use ellipsis. 5460903f9 Fonts: awkwardly alias old TexID name to TexRef using an union (may backtrack and just keep old name) cb4c03756 Fonts: detect if backend assign to texture on creation but doesn't update Status. a548cd993 Fonts: avoid both ImTextureRef fields being set simultaneously. 0fff7ceda Fonts: comments, tweaks, minor amends. e41bf16ff Fonts: fixed ImTextureID() being zero-cleared instead of using ImTextureUserID_Invalid. . 8bd1fc4f0 Textures: Added ImTextureRef::GetTexID() mostly for consistency. cc65015e4 Fonts: fixed crashing password fields. 41517bca0 (Breaking) Fonts: renamed CalcCustomRectUV() to GetCustomRectUV() for simplicity. 4048494aa Fonts: rename ImFontAtlasBuildClearTexture() to ImFontAtlasBuildClear(). f816b861f (Breaking) Fonts: rename GetCustomRectByIndex() to GetCustomRect(). Made return struct const. 85d050758 Fonts: narrowed invalid value for ImFontAtlasRectId to -1 a we will change implementation. b12c42e75 Fonts: change uses of ImFontAtlasRect to ImTextureRect for simplicity. e76cfe5aa Fonts: fixed implicit init when calling AddCustomRectRegular(). LoaderShutdown match BuildDestroy. 7ac1bff48 Fonts: fixed an issue calling legacy ImFontAtlas::Clear(). 144f44421 Fonts: fixed memory leaks, shutting down font loader, and on AddFont() failure in FreeType backend. 52a686377 Textures: ImTextureData pixels are not immediately destroyed on setting ImTextureStatus_WantDestroy. 8ea0ae454 Fonts: fixed a bug using size specified by secondary font sources. 735d31e54 Demo: Exposed some basic UI in demo for sanity. 41a0e991f Fonts: Added UI to edit FreeType loader flags. Added ImFontAtlasBuildReloadAll() / ImFontAtlasBuildReloadFont() 40f988ce2 Fonts: in ShowFontAtlas() preserve open-state for latest texture. Improve debug display. c98e3c0ef Fonts: ImFontConfig::GlyphExcludeRanges is owner and copied. da51485e1 Fonts: Obsolete GetGlyphRangesXXX() functions. Update font documentation. 93410c47e Fonts: Fixed various small warnings / build issues. dec8d3863 Fonts: Added a ImFontFlags_NoLoadError flag to let user code try file paths. (3611) 131f5c57a Textures: Detect when using a texture that's about to be destroyed. 0b7133912 Demo: Add a "Fonts" section for visibility. 161e22232 Fonts: GetFontBaked() default to searching for closest size font. e98a314e0 Textures: Added ImTextureData::UsedRect. 2bf6879da Fonts: tidying up font scale logic. ef6beaeff Fonts: removed LockSingleSrcConfigIdx which isn't needed anymore since we don't load glyphs in ImFontAtlasBuildAddFont(). d8a612f73 Fonts: Fallback glyph is now lazily loaded on demand (yay!). Moving ImFontBaked:: functions outside of class. 78a17038c imgui_freetype: no need to store metrics locally. 18c8a93cc Fonts: Rework ImFontLoader signatures. c06a7585a Fonts: A font source can specify its own loader/backend. 1cfc0de31 Fonts: Core allocates per-baked-per-src backend buffers, to allow having custom backend per font source. Backend BakedInit/Destroy/AddGlyph process a single source. d59f10d7f Fonts: reinstated ImFontAtlasBuildSetupFontCreateEllipsisFromDot() compatible with baked system, lazily baked. 76b252f80 Fonts: Added ImFontAtlasBakedSetFontGlyphBitmap(). 92993e68c Fonts: Baked system, fix subsequent sources overriding shared font metrics. dc1320df6 Fonts: ImFontFlags: ImFontFlags_NoLoadGlyphs + add ImFontFlags_LockBakedSizes 8a8d8a7b3 Fonts: Exposed CompactCache(). Hide ClearCache(). eb79e3ab3 Fonts: Restore a functional AddCustomRectFontGlyph(). 815553c4b Fonts: ImFontConfig: added GlyphExcludeRanges[]. 96786a183 Fonts: Create a fallback glyph if none is available (fix crash on fonts with no fallback) 066b24d74 Fonts: Fixed _OnChangedTextureID() asserting when calling on e.g. finalized drawlists. 82b81fce6 Fonts: PushFontSize() with -1 uses sources[0]'s size for now (backward compat design) 658059022 Fonts: Allow PushFont/NewFrame/PopFont idioms to function. 842c313db Fonts: Reordered ImFont fields. 99f6b305c Fonts: Baked system, v12: support GlyphOffset / GlyphMinAdvanceX / GlyphMaxAdvanceX by scaling from ref value. df694c89b Fonts: Baked system, v11. 57d345ff8 Textures: Comments around ImTextureID type. 3ce753c48 Fonts: Debug dump to disk, debug log. be151977c Fonts: Texture resizing favor growing height, halve pack nodes. daaf0e4ef Fonts: Added PushFontSize(), PopFontSize() api. Added font_size param to PushFont() as well. 80404fae3 Fonts: clarify ClearTexData() as not supported with dynamic atlases. 093d01269 Fonts: Baked system, with auto-bind, v10. 7aba8da55 (Breaking) Fonts: CalcWordWrapPositionA() -> CalcWordWrapPosition(), takes size instead of scale as this will be needed. a2371ef90 Internals: added ImStableVector<> helper. fb69a09d6 Fonts: Fixed leak due to indirectly recursing ImFontAtlasPackInit(). c5653d5f3 Fonts: stb_truetype loader: Reworked scale handling to suggest this is not required caching. b203ac1e0 Fonts: Reduced reliance on ImFontConfig::DstFont. 722f6013f Fonts: Added a bit of user facing tooling. bd19bc508 Fonts: Removed BuildClearGlyphs(), conflated with ClearOutputData() 2bf6552f2 Fonts: Fixed/improved support for legacy backend. SetTexID() writes into our ImTextureData to keep the indirection, clear TexIsBuilt. ba62becb7 (Breaking) Fonts: remove ImFontAtlasCustomRect which is now the same as ImTextureRect a509790a1 Fonts: Added back support for AddCustomRectFontGlyph() 953ce90d2 Fonts: ImFontAtlasBuildInit() uses the occasion to sync HasTexUpdates from imgui context, narrowing the scope where it isn't set. 288055180 Fonts: Comments, remove ImFontAtlas facing BuildGrowTexture(), BuildCompactTexture(). Make IsBuilt() obsolete. 8ed4e2dde Fonts: Basic heuristic to repack instead of growing. Moved rects count/surface to internals. 2137b3448 Textures: Added atlas's TexMinWidth/TexMinHeight/TexMaxWidth/TexMaxHeight. 14614f561 Textures: Ensure UpdateBox is set on texture _WantCreate state too. b06f3c6d1 Fonts: turn public facing BuildRegisterGlyph() into ImFontAtlasBuildAddFontGlyph() thats sets up UV. 4ff1631b3 Fonts: Rasterizing ellipsis character from dot as one glyph + avoid preloading if it not needed. a2bc3d81c Fonts: Fixed support for multiple contexts. cec3e945f Fonts: added ImFontAtlas::RemoveFont(), fixed various leaks. df8450d92 Fonts: marked ImFontAtlas::Build() as obsolete 4399599de Fonts: ClearCache(), ImFontAtlasBuildGetTextureSizeEstimate(), tweak clearing functions. ef1521b47 Fonts: fix for password fields a51a26e2a Fonts: use a structure for post-processing - easier to pass things around and iterate on. 553b1c301 Fonts: repack without full reload, discard rectangle, fixed CustomRect api with stable id, remove public BuildInit(). a6c780192 Fonts: Measured and tweaked CalcTextSize() computation to minimize cost in our stress tests. 076a1ab85 Fonts: Misc amends, remove _PackNodesFactor, comments. ac13683c2 Fonts: ImFontAtlas accept DrawListSharedData not being set. 43cc3fc8b Fonts: optimization bake FallbackAdvanceX into IndexAdvanceX[]. 4f27792ff (Breaking) Removed atlas->TexDesiredWidth now unnecessary (github 327) b670f799d Fonts: use TexGlyphPadding. Fixed packing issues. Removed old code. 0f553c57b Fonts: AddFont() actually does the work, so we can handle errors & return an accurate return value. 1269467fa imgui_freetype: Removing old code. 08e1e7681 imgui_freetype: Added Freetype implementation for new architecture. 26c017d5e Backends: Metal: added ImGuiBackendFlags_RendererHasTextures support. ee8941e0d Backends: Allegro5: added ImGuiBackendFlags_RendererHasTextures support. 16fe666e3 Backends: SDLGPU3: added ImGuiBackendFlags_RendererHasTextures support. e538883a2 Backends: SDL_Renderer3: added ImGuiBackendFlags_RendererHasTextures support. 9fa65cd19 Backends: SDL_Renderer2: added ImGuiBackendFlags_RendererHasTextures support. abe294bfd Backends: Vulkan: added ImGuiBackendFlags_RendererHasTextures support. 0430c55b8 Backends: OpenGL2: added ImGuiBackendFlags_RendererHasTextures support. dbb91a574 Backends: OpenGL3: added ImGuiBackendFlags_RendererHasTextures support. eefe5d5aa Backends: DirectX12: added ImGuiBackendFlags_RendererHasTextures support. 2d2b1bc1c Backends: DirectX10: added ImGuiBackendFlags_RendererHasTextures support. 75efba7ec Backends: DirectX9: added ImGuiBackendFlags_RendererHasTextures support 372fd27e7 Backends: DirectX11: added ImGuiBackendFlags_RendererHasTextures support. c20e160e0 Textures: added texture list pointer in ImDrawData. 208705368 Textures: Adding a RefCount to textures so backend can avoid destroying them on shutdown if atlas is shared. a21a2e855 Textures: Single Textures[] array allows backend to not have to care about atlases. ee357aadd Textures: Add ImTextureUserID_Invalid + introducing SetTexID(). 2cde9125d Fonts: Selecting font config source list done by shared code. 0f0473bf1 Fonts, Textures: main code for ImGuiBackendFlags_RendererHasTextures feature. 191a728ec (Breaking) added ImTextureRef struct. Changed ImDrawCmd::TextureId to TexRef. e55415bfe (Breaking) renamed/moved ImGuiConfigFlags_DpiEnableScaleFonts -> ioConfigDpiScaleFonts, ImGuiConfigFlags_DpiEnableScaleViewports -> io.ConfigDpiScaleViewports b2f39318c Adding .cache to ignore list. (#8674) 201899b61 Backends: OpenGL3: Fixed using non-existing features on GLES 3.20 which would push a GL error. (#8664) eaac68ca2 Merge branch 'master' into docking c3d7ada9d Demo: add indentation to simplify upcoming merges. 91f72bbe1 Demo: omit ImGui:: prefix from ShowStyleEditor(), ShowUserGuide() code. 9485aeb5c Demo: changed default framed item width to use Min(GetFontSize() * 12, GetContentRegionAvail().x * 0.40f). e877f78b0 TreeNode: minor amend to b7ab2b7. (#2920) ef503ab0c TreeNode: fixed out of bound access in ImGuiTreeNodeFlags_DrawLinesXXX feature. (#2920) b7ab2b752 TreeNode: fixed an issue where tree lines are not drawn on node opening frame. (#2920) a92b53df7 Backends: Win32: Viewports: handle WM_DPICHANGED in backend when ImGuiConfigFlags_DpiEnableScaleViewports flag is enabled. ac6b84a7d Viewports: fixed handling of simultaneous move + resize (e.g. toggling maximized) when ImGuiConfigFlags_DpiEnableScaleViewports is enabled. 5e17c0801 Merge branch 'master' into docking 69e1fb50c Docs: fixed missing commit credit. (#8656) e6913f58b imgui_freetype: Update lunasvg API to support v3.0+ (#8656, #6842, #6591) c3a3a39e9 Nav: fixed abnormal clipping disable over large ranges, could lead to stall. (#3841, #1725) 19289d587 Nav: fixed scroll fallback (when there are no interactive widgets to jump to) not being enabled on windows with menu or title bar. c53c9a864 Clipper: further mitigation/improvements for abnormally large contents ranges (larger than e.g. 2^31). (#3609, #8215) 87a6443c5 Scroll: fixed contents size, scrollbar visibility and scrolling reet issue with abnormally large contents ranges. (#3609, #8215) 2bf57bbad Refactor: move SetCurrentFont(), PushFont(), PopFont() to a section. 77f1d3b31 Refactor: move SetCurrentFont(), PushFont(), PopFont() to a section. 407a0b972 (Breaking) Fonts: CalcWordWrapPositionA() -> CalcWordWrapPosition(), takes size instead of scale. 346f5c681 Platform IME: Fixed multi-viewports IME support, affecting SDL backends. (#8648, #8584, #7492, #6341) 5f0acadf7 RenderTextEllipsis() added breaking comments. 143924bbf Image(), ImageWithBg(): added extra comments. (#8131, #8238) 1ffa7a40a TextLinkOpenURL(): added bool return value on click. (#8645, #8451, #7660) e11ad6b77 Merge branch 'master' into docking 415dddf0f Tooltips: tooltips have a maximum size corresponding to host display/monitor size. 10a0eb3e1 Alter windows min/max size logic to prioritize enforcing size_max bounds rather than size_min. cdb5cbe6f (Breaking) Commented out ImGuiListClipper::ForceDisplayRangeByIndices() which was obsoleted in 1.89.6. d93d918ec (Breaking) Commented out PushAllowKeyboardFocus()/PopAllowKeyboardFocus() which was obsoleted in 1.89.4. (#3092) 6d939fced (Breaking) TreeNode: renamed ImGuiTreeNodeFlags_NavLeftJumpsBackHere to ImGuiTreeNodeFlags_NavLeftJumpsToParent for clarity. (#1079, #8639) 9361c3517 Backends: SDL2, SDL3: maximum room for sanitizer to not be zealous. c008c7d49 Merge remote-tracking branch 'origin/master' into docking c90ea1315 Viewports: added per-viewport FramebufferScale, Platform_GetWindowFramebufferScale() + Backends: GLFW, SDL2, SDL3, Apple: added support. (#1065, #1542, #1676, #1786, #2826, #3757, #5081, #5580, #5592, #6465, #7273, #7779 etc.) ) 63554bcee Backends: OSX: rename internal struct for consistency with other backends. b5a73033a Examples: Apple: Amend build scripts and gitignore, fix misc OSX warnings. (#8637) 2df9e9b10 Examples: Apple: add Makefile for example_apple_metal, example_apple_opengl2. (#8637) 2fd474132 Update pull_request_template.md 4e487cfa9 stb_textedit: subsequent comments to match ocornut/stb branch. (#8635, #7925) 1387d356a stb_textedit: subsequent fixes for next/prev word impl (not used by imgui) + PageUp/Home/End (no side effect but more correct) (#8635, #7925) 5c3ac9333 stb_textedit: minor edits to match PR submitted upstream. 61242e2e6 InputText: fixed cursor positioning issue using up/down keys on non-ASCII text. (#8635, #7925) 08689c51a Backends: GLFW, SDL2, SDL3: include GLFW/SDL version number in io.BackendPlatformName. 4a6ba9539 Backends: SDL3: Comments (#6146) e33069ce5 Viewports: fallback DpiScale pulled from fallback Monitor for consistency. b9ac32a0d Backends: DirectX12: Make sure texture sampling in the dx12 backend is not limited to the highest mip. (#8631) f484af34c Font: rename ImFont::AddRemapChar() parameters for clarity. (#609) ba513ba80 Backends: DX10, DX11, DX12: honor FramebufferScale. (#8412) 0a222a3e2 Backends: Vulkan: fixed build with VK_NO_PROTOTYPES. bf68040dc Backends: Vulkan: fixed build with VK_NO_PROTOTYPES. 37fba4bed Backends: Vulkan: fixed validation errors during window detach in multi-viewport mode. [docking branch amend] (#8600, #8176) 1c8fad73f Merge branch 'master' into docking bbc89b639 Backends: Vulkan: fixed validation errors during window detach in multi-viewport mode. (#8600, #8176) 64a5e2748 Docs: bad merge error. d1dc2a329 Backends: Vulkan: Load dynamic rendering functions using vkGetDeviceProcAddr() + try both non-KHR and KHR versions. (#8600, #8326, #8365) 46235e91f Examples: SDL3: specify SDL_WINDOW_HIGH_PIXEL_DENSITY and make centering consistent + call SDL_RenderScale(). afd3a36f6 Demo: added basic Fonts section under main demo (same as Metrics one) for visibility. c5e2bb7cd Backends: SDLGPU3: Fixed creating atlas texture earlier than other backends. ef62aa733 Backends: SDL3: macOS: Fixed secondary-viewports not appearing on a different monitor than the main viewport. e3bfaab3f Examples: update xcode projects. c0dfd65d6 Backends: Win32: Fixed an issue where externally losing mouse capture (due to e.g. focus loss) would fail to claim it again the next subsequent click. (#8594) 20066a896 Examples: DirectX12+Win32: also test for IsIconic() for sleeping since we don't seem to get a DXGI_STATUS_OCCLUDED signal when minimized. (#8603) 3f8033324 Demo: Dual List Box: fix sorting function, in theory should return 0 when equal. (#8601) 75ddd9a6c Backends: SDLGPU3: added support for ImDrawCallback_ResetRenderState. (#8599) b3c96bde8 Demo: use IM_ARRAYSIZE more consistently InputText calls in demo window (#8596) cbb8edb0b Tables: fixed an assert when combining Tables, Frozen Rows, Clipper and BeginMultiSelect() in a certain order. (#8595, #8250) fcdaa3279 Backends: GLFW: Disable multi-viewports under Wayland. (#8587) fe298cf98 Revert "Backends: SDL2, SDL3: viewports created with ImGuiViewportFlags_NoInputs are passing SDL_WINDOW_TOOLTIP to SDL_CreateWindow(). (#8576)" 75964a986 CI: run on ubuntu-latest. b81991ac0 Backends: SDLGPU3: clear ImGuiBackendFlags_RendererHasViewports flag on shutdown. 2a000ee09 Backends: SDL2, SDL3: viewports created with ImGuiViewportFlags_NoInputs are passing SDL_WINDOW_TOOLTIP to SDL_CreateWindow(). (#8576) f53de38e1 Viewports, Backends: Debug logging. 3563f4db3 Rework TextAligned() api to fix issues with baseline alignment + use standard CalcItemSize(). (#7024) f2ba3a937 Rework TextAligned() api to take size input. (#7024) 0fc4967eb Rework TextAligned() api to fix issues with baseline alignment + use standard CalcItemSize(). (#7024) aed1bcc12 Rework TextAligned() api to take size input. (#7024) 839e3274e Merge branch 'master' into docking 6a42d6b33 Added wp TextAligned() TextAlignedV(), TextAlignedExV() to internal API. (#7024) dcf0d8cab Tables: fixed TableHeader() eager vertical clipping of text. (#6236) 7c6ce12fa Platform IME: minor amend to bf0f586 (#8584) bf0f586b6 Platform IME: added ImGuiPlatformImeData::WantTextInput, ViewportId. Backends: SDL3: honor WantTextInput. (#8584, #7492, #6341) facf671ec Demo: rename DockingSplitterSize slider label to DockingSeparatorSize for consistency. (#8579) af987eb11 Backends: DX12: build fix for Clang. (#8582) 87f12e56f Backends: SDL_GPU: Added multi-viewport support. Amends + update example. (#8573, #8163, #7998, #7988) baffc4e8b Backends: SDL_GPU: Added multi-viewport support. (#8573, #8163, #7998, #7988) 0ddc36f54 RenderTextEllipsis()): pixel align every dot for consistent display. 88d2df24b Merge branch 'master' into docking 69d572bb1 Fonts: reworked text ellipsis logic to ensure a "..." is always displayed instead of a single character. (#7024) 97d85338e Tabs: adjust handling of ellipsis now that Close Button visibility changed. (#8387) Internals: remove extra parameter to RenderTextEllipsis(). e4a865177 ImFont: added cpu clip fine option for ImFont::RenderChar() (which is technically internal). faea19380 Internals: minor refactor of TabItemLabelAndCloseButton(), should be no-op. 7ab4728a3 Error Handling: added better error report and recovery when calling EndFrame() or Render() without NewFrame(). b23a216ec Examples: added SDL2+Vulkan, SDL3+Vulkan, GLFW+Vulkan makefiles. Amend ignore list. (#2480) d3bb3336f Backends: OSX: remove duplicate variable. (#8565) 3ab50c334 TreeNode, Style: added style.TreeLinesRounding support. (#2920) git-subtree-dir: external/imgui git-subtree-split: 3f0699cf02b07c8312edbcd937f1881e3564d1ac
1546 lines
82 KiB
C++
1546 lines
82 KiB
C++
// dear imgui: Platform Backend for GLFW
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// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
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// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
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// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ or GLFW 3.4+ for full feature support.)
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// Implemented features:
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// [X] Platform: Clipboard support.
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// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
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// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
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// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// [X] Multiple Dear ImGui contexts support.
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// Missing features or Issues:
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// [ ] Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.
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// [ ] Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
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// [ ] Multi-viewport: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor).
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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// About Emscripten support:
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// - Emscripten provides its own GLFW (3.2.1) implementation (syntax: "-sUSE_GLFW=3"), but Joystick is broken and several features are not supported (multiple windows, clipboard, timer, etc.)
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// - A third-party Emscripten GLFW (3.4.0) implementation (syntax: "--use-port=contrib.glfw3") fixes the Joystick issue and implements all relevant features for the browser.
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// See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Comparison.md for details.
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2025-06-18: Added support for multiple Dear ImGui contexts. (#8676, #8239, #8069)
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// 2025-06-11: Added ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window) and ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor) helper to facilitate making DPI-aware apps.
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// 2025-05-15: [Docking] Add Platform_GetWindowFramebufferScale() handler, to allow varying Retina display density on multiple monitors.
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// 2025-04-26: [Docking] Disable multi-viewports under Wayland. (#8587)
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// 2025-03-10: Map GLFW_KEY_WORLD_1 and GLFW_KEY_WORLD_2 into ImGuiKey_Oem102.
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// 2025-03-03: Fixed clipboard handler assertion when using GLFW <= 3.2.1 compiled with asserts enabled.
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// 2025-02-21: [Docking] Update monitors and work areas information every frame, as the later may change regardless of monitor changes. (#8415)
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// 2024-11-05: [Docking] Added Linux workaround for spurious mouse up events emitted while dragging and creating new viewport. (#3158, #7733, #7922)
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// 2024-08-22: Moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
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// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn
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// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn
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// - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn
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// 2024-07-31: Added ImGui_ImplGlfw_Sleep() helper function for usage by our examples app, since GLFW doesn't provide one.
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// 2024-07-08: *BREAKING* Renamed ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback to ImGui_ImplGlfw_InstallEmscriptenCallbacks(), added GLFWWindow* parameter.
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// 2024-07-08: Emscripten: Added support for GLFW3 contrib port (GLFW 3.4.0 features + bug fixes): to enable, replace -sUSE_GLFW=3 with --use-port=contrib.glfw3 (requires emscripten 3.1.59+) (https://github.com/pongasoft/emscripten-glfw)
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// 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions.
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// 2023-12-19: Emscripten: Added ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to register canvas selector and auto-resize GLFW window.
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// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys.
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// 2023-07-18: Inputs: Revert ignoring mouse data on GLFW_CURSOR_DISABLED as it can be used differently. User may set ImGuiConfigFLags_NoMouse if desired. (#5625, #6609)
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// 2023-06-12: Accept glfwGetTime() not returning a monotonically increasing value. This seems to happens on some Windows setup when peripherals disconnect, and is likely to also happen on browser + Emscripten. (#6491)
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// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen on Windows ONLY, using a custom WndProc hook. (#2702)
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// 2023-03-16: Inputs: Fixed key modifiers handling on secondary viewports (docking branch). Broken on 2023/01/04. (#6248, #6034)
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// 2023-03-14: Emscripten: Avoid using glfwGetError() and glfwGetGamepadState() which are not correctly implemented in Emscripten emulation. (#6240)
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// 2023-02-03: Emscripten: Registering custom low-level mouse wheel handler to get more accurate scrolling impulses on Emscripten. (#4019, #6096)
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// 2023-01-18: Handle unsupported glfwGetVideoMode() call on e.g. Emscripten.
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// 2023-01-04: Inputs: Fixed mods state on Linux when using Alt-GR text input (e.g. German keyboard layout), could lead to broken text input. Revert a 2022/01/17 change were we resumed using mods provided by GLFW, turns out they were faulty.
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// 2022-11-22: Perform a dummy glfwGetError() read to cancel missing names with glfwGetKeyName(). (#5908)
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// 2022-10-18: Perform a dummy glfwGetError() read to cancel missing mouse cursors errors. Using GLFW_VERSION_COMBINED directly. (#5785)
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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
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// 2022-09-01: Inputs: Honor GLFW_CURSOR_DISABLED by not setting mouse position *EDIT* Reverted 2023-07-18.
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// 2022-04-30: Inputs: Fixed ImGui_ImplGlfw_TranslateUntranslatedKey() for lower case letters on OSX.
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// 2022-03-23: Inputs: Fixed a regression in 1.87 which resulted in keyboard modifiers events being reported incorrectly on Linux/X11.
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// 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after initializing backend.
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// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
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// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
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// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
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// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
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// 2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback().
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// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
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// 2022-01-05: Inputs: Converting GLFW untranslated keycodes back to translated keycodes (in the ImGui_ImplGlfw_KeyCallback() function) in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API.
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// 2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback().
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// 2021-07-29: *BREAKING CHANGE*: Now using glfwSetCursorEnterCallback(). MousePos is correctly reported when the host platform window is hovered but not focused. If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() callback and forward it to the backend via ImGui_ImplGlfw_CursorEnterCallback().
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// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
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// 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors.
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// 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor).
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// 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown.
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// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
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// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
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// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
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// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
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// 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.
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// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
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// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
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// 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples.
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// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
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// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()).
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// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
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// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
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// 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
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// 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
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// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
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// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
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// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
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// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
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#include "imgui.h"
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#ifndef IMGUI_DISABLE
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#include "imgui_impl_glfw.h"
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// Clang warnings with -Weverything
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#if defined(__clang__)
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#pragma clang diagnostic push
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#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
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#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
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#elif defined(__GNUC__)
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#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe
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#endif
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// GLFW
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#include <GLFW/glfw3.h>
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#ifdef _WIN32
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#undef APIENTRY
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#ifndef GLFW_EXPOSE_NATIVE_WIN32
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#define GLFW_EXPOSE_NATIVE_WIN32
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#endif
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#include <GLFW/glfw3native.h> // for glfwGetWin32Window()
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#endif
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#ifdef __APPLE__
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#ifndef GLFW_EXPOSE_NATIVE_COCOA
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#define GLFW_EXPOSE_NATIVE_COCOA
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#endif
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#include <GLFW/glfw3native.h> // for glfwGetCocoaWindow()
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#endif
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#ifndef _WIN32
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#include <unistd.h> // for usleep()
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#endif
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#include <stdio.h> // for snprintf()
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#ifdef __EMSCRIPTEN__
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#include <emscripten.h>
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#include <emscripten/html5.h>
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#ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3
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#include <GLFW/emscripten_glfw3.h>
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#else
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#define EMSCRIPTEN_USE_EMBEDDED_GLFW3
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#endif
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#endif
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// We gather version tests as define in order to easily see which features are version-dependent.
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#define GLFW_VERSION_COMBINED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION)
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#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_COMBINED >= 3200) // 3.2+ GLFW_FLOATING
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#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_HOVERED
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#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwSetWindowOpacity
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#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorContentScale
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#if defined(__EMSCRIPTEN__) || defined(__SWITCH__) // no Vulkan support in GLFW for Emscripten or homebrew Nintendo Switch
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#define GLFW_HAS_VULKAN (0)
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#else
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#define GLFW_HAS_VULKAN (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwCreateWindowSurface
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#endif
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#define GLFW_HAS_FOCUS_WINDOW (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwFocusWindow
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#define GLFW_HAS_FOCUS_ON_SHOW (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_FOCUS_ON_SHOW
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#define GLFW_HAS_MONITOR_WORK_AREA (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorWorkarea
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#define GLFW_HAS_OSX_WINDOW_POS_FIX (GLFW_VERSION_COMBINED >= 3301) // 3.3.1+ Fixed: Resizing window repositions it on MacOS #1553
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#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
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#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
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#else
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#define GLFW_HAS_NEW_CURSORS (0)
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#endif
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#ifdef GLFW_MOUSE_PASSTHROUGH // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2020-07-17 (passthrough)
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#define GLFW_HAS_MOUSE_PASSTHROUGH (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_MOUSE_PASSTHROUGH
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#else
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#define GLFW_HAS_MOUSE_PASSTHROUGH (0)
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#endif
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#define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api
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#define GLFW_HAS_GETKEYNAME (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName()
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#define GLFW_HAS_GETERROR (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError()
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#define GLFW_HAS_GETPLATFORM (GLFW_VERSION_COMBINED >= 3400) // 3.4+ glfwGetPlatform()
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// Map GLFWWindow* to ImGuiContext*.
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// - Would be simpler if we could use glfwSetWindowUserPointer()/glfwGetWindowUserPointer(), but this is a single and shared resource.
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// - Would be simpler if we could use e.g. std::map<> as well. But we don't.
|
|
// - This is not particularly optimized as we expect size to be small and queries to be rare.
|
|
struct ImGui_ImplGlfw_WindowToContext { GLFWwindow* Window; ImGuiContext* Context; };
|
|
static ImVector<ImGui_ImplGlfw_WindowToContext> g_ContextMap;
|
|
static void ImGui_ImplGlfw_ContextMap_Add(GLFWwindow* window, ImGuiContext* ctx) { g_ContextMap.push_back(ImGui_ImplGlfw_WindowToContext{ window, ctx }); }
|
|
static void ImGui_ImplGlfw_ContextMap_Remove(GLFWwindow* window) { for (ImGui_ImplGlfw_WindowToContext& entry : g_ContextMap) if (entry.Window == window) { g_ContextMap.erase_unsorted(&entry); return; } }
|
|
static ImGuiContext* ImGui_ImplGlfw_ContextMap_Get(GLFWwindow* window) { for (ImGui_ImplGlfw_WindowToContext& entry : g_ContextMap) if (entry.Window == window) return entry.Context; return nullptr; }
|
|
|
|
// GLFW data
|
|
enum GlfwClientApi
|
|
{
|
|
GlfwClientApi_Unknown,
|
|
GlfwClientApi_OpenGL,
|
|
GlfwClientApi_Vulkan,
|
|
};
|
|
|
|
struct ImGui_ImplGlfw_Data
|
|
{
|
|
ImGuiContext* Context;
|
|
GLFWwindow* Window;
|
|
GlfwClientApi ClientApi;
|
|
double Time;
|
|
GLFWwindow* MouseWindow;
|
|
GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT];
|
|
bool MouseIgnoreButtonUpWaitForFocusLoss;
|
|
bool MouseIgnoreButtonUp;
|
|
ImVec2 LastValidMousePos;
|
|
GLFWwindow* KeyOwnerWindows[GLFW_KEY_LAST];
|
|
bool InstalledCallbacks;
|
|
bool CallbacksChainForAllWindows;
|
|
char BackendPlatformName[32];
|
|
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
|
|
const char* CanvasSelector;
|
|
#endif
|
|
|
|
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
|
|
GLFWwindowfocusfun PrevUserCallbackWindowFocus;
|
|
GLFWcursorposfun PrevUserCallbackCursorPos;
|
|
GLFWcursorenterfun PrevUserCallbackCursorEnter;
|
|
GLFWmousebuttonfun PrevUserCallbackMousebutton;
|
|
GLFWscrollfun PrevUserCallbackScroll;
|
|
GLFWkeyfun PrevUserCallbackKey;
|
|
GLFWcharfun PrevUserCallbackChar;
|
|
GLFWmonitorfun PrevUserCallbackMonitor;
|
|
#ifdef _WIN32
|
|
WNDPROC PrevWndProc;
|
|
#endif
|
|
|
|
ImGui_ImplGlfw_Data() { memset((void*)this, 0, sizeof(*this)); }
|
|
};
|
|
|
|
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
|
|
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
|
|
// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
|
|
// - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks
|
|
// (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks.
|
|
// - Otherwise we may need to store a GLFWWindow* -> ImGuiContext* map and handle this in the backend, adding a little bit of extra complexity to it.
|
|
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
|
|
namespace ImGui { extern ImGuiIO& GetIO(ImGuiContext*); }
|
|
static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()
|
|
{
|
|
// Get data for current context
|
|
return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
|
|
}
|
|
static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData(GLFWwindow* window)
|
|
{
|
|
// Get data for a given GLFW window, regardless of current context (since GLFW events are sent together)
|
|
ImGuiContext* ctx = ImGui_ImplGlfw_ContextMap_Get(window);
|
|
return (ImGui_ImplGlfw_Data*)ImGui::GetIO(ctx).BackendPlatformUserData;
|
|
}
|
|
|
|
// Forward Declarations
|
|
static void ImGui_ImplGlfw_UpdateMonitors();
|
|
static void ImGui_ImplGlfw_InitMultiViewportSupport();
|
|
static void ImGui_ImplGlfw_ShutdownMultiViewportSupport();
|
|
|
|
// Functions
|
|
|
|
// Not static to allow third-party code to use that if they want to (but undocumented)
|
|
ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode);
|
|
ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode)
|
|
{
|
|
IM_UNUSED(scancode);
|
|
switch (keycode)
|
|
{
|
|
case GLFW_KEY_TAB: return ImGuiKey_Tab;
|
|
case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow;
|
|
case GLFW_KEY_RIGHT: return ImGuiKey_RightArrow;
|
|
case GLFW_KEY_UP: return ImGuiKey_UpArrow;
|
|
case GLFW_KEY_DOWN: return ImGuiKey_DownArrow;
|
|
case GLFW_KEY_PAGE_UP: return ImGuiKey_PageUp;
|
|
case GLFW_KEY_PAGE_DOWN: return ImGuiKey_PageDown;
|
|
case GLFW_KEY_HOME: return ImGuiKey_Home;
|
|
case GLFW_KEY_END: return ImGuiKey_End;
|
|
case GLFW_KEY_INSERT: return ImGuiKey_Insert;
|
|
case GLFW_KEY_DELETE: return ImGuiKey_Delete;
|
|
case GLFW_KEY_BACKSPACE: return ImGuiKey_Backspace;
|
|
case GLFW_KEY_SPACE: return ImGuiKey_Space;
|
|
case GLFW_KEY_ENTER: return ImGuiKey_Enter;
|
|
case GLFW_KEY_ESCAPE: return ImGuiKey_Escape;
|
|
case GLFW_KEY_APOSTROPHE: return ImGuiKey_Apostrophe;
|
|
case GLFW_KEY_COMMA: return ImGuiKey_Comma;
|
|
case GLFW_KEY_MINUS: return ImGuiKey_Minus;
|
|
case GLFW_KEY_PERIOD: return ImGuiKey_Period;
|
|
case GLFW_KEY_SLASH: return ImGuiKey_Slash;
|
|
case GLFW_KEY_SEMICOLON: return ImGuiKey_Semicolon;
|
|
case GLFW_KEY_EQUAL: return ImGuiKey_Equal;
|
|
case GLFW_KEY_LEFT_BRACKET: return ImGuiKey_LeftBracket;
|
|
case GLFW_KEY_BACKSLASH: return ImGuiKey_Backslash;
|
|
case GLFW_KEY_WORLD_1: return ImGuiKey_Oem102;
|
|
case GLFW_KEY_WORLD_2: return ImGuiKey_Oem102;
|
|
case GLFW_KEY_RIGHT_BRACKET: return ImGuiKey_RightBracket;
|
|
case GLFW_KEY_GRAVE_ACCENT: return ImGuiKey_GraveAccent;
|
|
case GLFW_KEY_CAPS_LOCK: return ImGuiKey_CapsLock;
|
|
case GLFW_KEY_SCROLL_LOCK: return ImGuiKey_ScrollLock;
|
|
case GLFW_KEY_NUM_LOCK: return ImGuiKey_NumLock;
|
|
case GLFW_KEY_PRINT_SCREEN: return ImGuiKey_PrintScreen;
|
|
case GLFW_KEY_PAUSE: return ImGuiKey_Pause;
|
|
case GLFW_KEY_KP_0: return ImGuiKey_Keypad0;
|
|
case GLFW_KEY_KP_1: return ImGuiKey_Keypad1;
|
|
case GLFW_KEY_KP_2: return ImGuiKey_Keypad2;
|
|
case GLFW_KEY_KP_3: return ImGuiKey_Keypad3;
|
|
case GLFW_KEY_KP_4: return ImGuiKey_Keypad4;
|
|
case GLFW_KEY_KP_5: return ImGuiKey_Keypad5;
|
|
case GLFW_KEY_KP_6: return ImGuiKey_Keypad6;
|
|
case GLFW_KEY_KP_7: return ImGuiKey_Keypad7;
|
|
case GLFW_KEY_KP_8: return ImGuiKey_Keypad8;
|
|
case GLFW_KEY_KP_9: return ImGuiKey_Keypad9;
|
|
case GLFW_KEY_KP_DECIMAL: return ImGuiKey_KeypadDecimal;
|
|
case GLFW_KEY_KP_DIVIDE: return ImGuiKey_KeypadDivide;
|
|
case GLFW_KEY_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
|
|
case GLFW_KEY_KP_SUBTRACT: return ImGuiKey_KeypadSubtract;
|
|
case GLFW_KEY_KP_ADD: return ImGuiKey_KeypadAdd;
|
|
case GLFW_KEY_KP_ENTER: return ImGuiKey_KeypadEnter;
|
|
case GLFW_KEY_KP_EQUAL: return ImGuiKey_KeypadEqual;
|
|
case GLFW_KEY_LEFT_SHIFT: return ImGuiKey_LeftShift;
|
|
case GLFW_KEY_LEFT_CONTROL: return ImGuiKey_LeftCtrl;
|
|
case GLFW_KEY_LEFT_ALT: return ImGuiKey_LeftAlt;
|
|
case GLFW_KEY_LEFT_SUPER: return ImGuiKey_LeftSuper;
|
|
case GLFW_KEY_RIGHT_SHIFT: return ImGuiKey_RightShift;
|
|
case GLFW_KEY_RIGHT_CONTROL: return ImGuiKey_RightCtrl;
|
|
case GLFW_KEY_RIGHT_ALT: return ImGuiKey_RightAlt;
|
|
case GLFW_KEY_RIGHT_SUPER: return ImGuiKey_RightSuper;
|
|
case GLFW_KEY_MENU: return ImGuiKey_Menu;
|
|
case GLFW_KEY_0: return ImGuiKey_0;
|
|
case GLFW_KEY_1: return ImGuiKey_1;
|
|
case GLFW_KEY_2: return ImGuiKey_2;
|
|
case GLFW_KEY_3: return ImGuiKey_3;
|
|
case GLFW_KEY_4: return ImGuiKey_4;
|
|
case GLFW_KEY_5: return ImGuiKey_5;
|
|
case GLFW_KEY_6: return ImGuiKey_6;
|
|
case GLFW_KEY_7: return ImGuiKey_7;
|
|
case GLFW_KEY_8: return ImGuiKey_8;
|
|
case GLFW_KEY_9: return ImGuiKey_9;
|
|
case GLFW_KEY_A: return ImGuiKey_A;
|
|
case GLFW_KEY_B: return ImGuiKey_B;
|
|
case GLFW_KEY_C: return ImGuiKey_C;
|
|
case GLFW_KEY_D: return ImGuiKey_D;
|
|
case GLFW_KEY_E: return ImGuiKey_E;
|
|
case GLFW_KEY_F: return ImGuiKey_F;
|
|
case GLFW_KEY_G: return ImGuiKey_G;
|
|
case GLFW_KEY_H: return ImGuiKey_H;
|
|
case GLFW_KEY_I: return ImGuiKey_I;
|
|
case GLFW_KEY_J: return ImGuiKey_J;
|
|
case GLFW_KEY_K: return ImGuiKey_K;
|
|
case GLFW_KEY_L: return ImGuiKey_L;
|
|
case GLFW_KEY_M: return ImGuiKey_M;
|
|
case GLFW_KEY_N: return ImGuiKey_N;
|
|
case GLFW_KEY_O: return ImGuiKey_O;
|
|
case GLFW_KEY_P: return ImGuiKey_P;
|
|
case GLFW_KEY_Q: return ImGuiKey_Q;
|
|
case GLFW_KEY_R: return ImGuiKey_R;
|
|
case GLFW_KEY_S: return ImGuiKey_S;
|
|
case GLFW_KEY_T: return ImGuiKey_T;
|
|
case GLFW_KEY_U: return ImGuiKey_U;
|
|
case GLFW_KEY_V: return ImGuiKey_V;
|
|
case GLFW_KEY_W: return ImGuiKey_W;
|
|
case GLFW_KEY_X: return ImGuiKey_X;
|
|
case GLFW_KEY_Y: return ImGuiKey_Y;
|
|
case GLFW_KEY_Z: return ImGuiKey_Z;
|
|
case GLFW_KEY_F1: return ImGuiKey_F1;
|
|
case GLFW_KEY_F2: return ImGuiKey_F2;
|
|
case GLFW_KEY_F3: return ImGuiKey_F3;
|
|
case GLFW_KEY_F4: return ImGuiKey_F4;
|
|
case GLFW_KEY_F5: return ImGuiKey_F5;
|
|
case GLFW_KEY_F6: return ImGuiKey_F6;
|
|
case GLFW_KEY_F7: return ImGuiKey_F7;
|
|
case GLFW_KEY_F8: return ImGuiKey_F8;
|
|
case GLFW_KEY_F9: return ImGuiKey_F9;
|
|
case GLFW_KEY_F10: return ImGuiKey_F10;
|
|
case GLFW_KEY_F11: return ImGuiKey_F11;
|
|
case GLFW_KEY_F12: return ImGuiKey_F12;
|
|
case GLFW_KEY_F13: return ImGuiKey_F13;
|
|
case GLFW_KEY_F14: return ImGuiKey_F14;
|
|
case GLFW_KEY_F15: return ImGuiKey_F15;
|
|
case GLFW_KEY_F16: return ImGuiKey_F16;
|
|
case GLFW_KEY_F17: return ImGuiKey_F17;
|
|
case GLFW_KEY_F18: return ImGuiKey_F18;
|
|
case GLFW_KEY_F19: return ImGuiKey_F19;
|
|
case GLFW_KEY_F20: return ImGuiKey_F20;
|
|
case GLFW_KEY_F21: return ImGuiKey_F21;
|
|
case GLFW_KEY_F22: return ImGuiKey_F22;
|
|
case GLFW_KEY_F23: return ImGuiKey_F23;
|
|
case GLFW_KEY_F24: return ImGuiKey_F24;
|
|
default: return ImGuiKey_None;
|
|
}
|
|
}
|
|
|
|
// X11 does not include current pressed/released modifier key in 'mods' flags submitted by GLFW
|
|
// See https://github.com/ocornut/imgui/issues/6034 and https://github.com/glfw/glfw/issues/1630
|
|
static void ImGui_ImplGlfw_UpdateKeyModifiers(ImGuiIO& io, GLFWwindow* window)
|
|
{
|
|
io.AddKeyEvent(ImGuiMod_Ctrl, (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS));
|
|
io.AddKeyEvent(ImGuiMod_Shift, (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS));
|
|
io.AddKeyEvent(ImGuiMod_Alt, (glfwGetKey(window, GLFW_KEY_LEFT_ALT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_ALT) == GLFW_PRESS));
|
|
io.AddKeyEvent(ImGuiMod_Super, (glfwGetKey(window, GLFW_KEY_LEFT_SUPER) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SUPER) == GLFW_PRESS));
|
|
}
|
|
|
|
static bool ImGui_ImplGlfw_ShouldChainCallback(ImGui_ImplGlfw_Data* bd, GLFWwindow* window)
|
|
{
|
|
return bd->CallbacksChainForAllWindows ? true : (window == bd->Window);
|
|
}
|
|
|
|
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
|
|
if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
|
|
bd->PrevUserCallbackMousebutton(window, button, action, mods);
|
|
|
|
// Workaround for Linux: ignore mouse up events which are following an focus loss following a viewport creation
|
|
if (bd->MouseIgnoreButtonUp && action == GLFW_RELEASE)
|
|
return;
|
|
|
|
ImGuiIO& io = ImGui::GetIO(bd->Context);
|
|
ImGui_ImplGlfw_UpdateKeyModifiers(io, window);
|
|
if (button >= 0 && button < ImGuiMouseButton_COUNT)
|
|
io.AddMouseButtonEvent(button, action == GLFW_PRESS);
|
|
}
|
|
|
|
void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
|
|
if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
|
|
bd->PrevUserCallbackScroll(window, xoffset, yoffset);
|
|
|
|
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
|
|
// Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback().
|
|
return;
|
|
#endif
|
|
|
|
ImGuiIO& io = ImGui::GetIO(bd->Context);
|
|
io.AddMouseWheelEvent((float)xoffset, (float)yoffset);
|
|
}
|
|
|
|
// FIXME: should this be baked into ImGui_ImplGlfw_KeyToImGuiKey()? then what about the values passed to io.SetKeyEventNativeData()?
|
|
static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
|
|
{
|
|
#if GLFW_HAS_GETKEYNAME && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3)
|
|
// GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult.
|
|
// (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently)
|
|
// See https://github.com/glfw/glfw/issues/1502 for details.
|
|
// Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process).
|
|
// This won't cover edge cases but this is at least going to cover common cases.
|
|
if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL)
|
|
return key;
|
|
GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
|
|
const char* key_name = glfwGetKeyName(key, scancode);
|
|
glfwSetErrorCallback(prev_error_callback);
|
|
#if GLFW_HAS_GETERROR && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3) // Eat errors (see #5908)
|
|
(void)glfwGetError(nullptr);
|
|
#endif
|
|
if (key_name && key_name[0] != 0 && key_name[1] == 0)
|
|
{
|
|
const char char_names[] = "`-=[]\\,;\'./";
|
|
const int char_keys[] = { GLFW_KEY_GRAVE_ACCENT, GLFW_KEY_MINUS, GLFW_KEY_EQUAL, GLFW_KEY_LEFT_BRACKET, GLFW_KEY_RIGHT_BRACKET, GLFW_KEY_BACKSLASH, GLFW_KEY_COMMA, GLFW_KEY_SEMICOLON, GLFW_KEY_APOSTROPHE, GLFW_KEY_PERIOD, GLFW_KEY_SLASH, 0 };
|
|
IM_ASSERT(IM_ARRAYSIZE(char_names) == IM_ARRAYSIZE(char_keys));
|
|
if (key_name[0] >= '0' && key_name[0] <= '9') { key = GLFW_KEY_0 + (key_name[0] - '0'); }
|
|
else if (key_name[0] >= 'A' && key_name[0] <= 'Z') { key = GLFW_KEY_A + (key_name[0] - 'A'); }
|
|
else if (key_name[0] >= 'a' && key_name[0] <= 'z') { key = GLFW_KEY_A + (key_name[0] - 'a'); }
|
|
else if (const char* p = strchr(char_names, key_name[0])) { key = char_keys[p - char_names]; }
|
|
}
|
|
// if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name);
|
|
#else
|
|
IM_UNUSED(scancode);
|
|
#endif
|
|
return key;
|
|
}
|
|
|
|
void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods)
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
|
|
if (bd->PrevUserCallbackKey != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
|
|
bd->PrevUserCallbackKey(window, keycode, scancode, action, mods);
|
|
|
|
if (action != GLFW_PRESS && action != GLFW_RELEASE)
|
|
return;
|
|
|
|
ImGuiIO& io = ImGui::GetIO(bd->Context);
|
|
ImGui_ImplGlfw_UpdateKeyModifiers(io, window);
|
|
|
|
if (keycode >= 0 && keycode < IM_ARRAYSIZE(bd->KeyOwnerWindows))
|
|
bd->KeyOwnerWindows[keycode] = (action == GLFW_PRESS) ? window : nullptr;
|
|
|
|
keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);
|
|
|
|
ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode, scancode);
|
|
io.AddKeyEvent(imgui_key, (action == GLFW_PRESS));
|
|
io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code)
|
|
}
|
|
|
|
void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
|
|
if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
|
|
bd->PrevUserCallbackWindowFocus(window, focused);
|
|
|
|
// Workaround for Linux: when losing focus with MouseIgnoreButtonUpWaitForFocusLoss set, we will temporarily ignore subsequent Mouse Up events
|
|
bd->MouseIgnoreButtonUp = (bd->MouseIgnoreButtonUpWaitForFocusLoss && focused == 0);
|
|
bd->MouseIgnoreButtonUpWaitForFocusLoss = false;
|
|
|
|
ImGuiIO& io = ImGui::GetIO(bd->Context);
|
|
io.AddFocusEvent(focused != 0);
|
|
}
|
|
|
|
void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
|
|
if (bd->PrevUserCallbackCursorPos != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
|
|
bd->PrevUserCallbackCursorPos(window, x, y);
|
|
|
|
ImGuiIO& io = ImGui::GetIO(bd->Context);
|
|
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
|
{
|
|
int window_x, window_y;
|
|
glfwGetWindowPos(window, &window_x, &window_y);
|
|
x += window_x;
|
|
y += window_y;
|
|
}
|
|
io.AddMousePosEvent((float)x, (float)y);
|
|
bd->LastValidMousePos = ImVec2((float)x, (float)y);
|
|
}
|
|
|
|
// Workaround: X11 seems to send spurious Leave/Enter events which would make us lose our position,
|
|
// so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984)
|
|
void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
|
|
if (bd->PrevUserCallbackCursorEnter != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
|
|
bd->PrevUserCallbackCursorEnter(window, entered);
|
|
|
|
ImGuiIO& io = ImGui::GetIO(bd->Context);
|
|
if (entered)
|
|
{
|
|
bd->MouseWindow = window;
|
|
io.AddMousePosEvent(bd->LastValidMousePos.x, bd->LastValidMousePos.y);
|
|
}
|
|
else if (!entered && bd->MouseWindow == window)
|
|
{
|
|
bd->LastValidMousePos = io.MousePos;
|
|
bd->MouseWindow = nullptr;
|
|
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
|
|
}
|
|
}
|
|
|
|
void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
|
|
if (bd->PrevUserCallbackChar != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
|
|
bd->PrevUserCallbackChar(window, c);
|
|
|
|
ImGuiIO& io = ImGui::GetIO(bd->Context);
|
|
io.AddInputCharacter(c);
|
|
}
|
|
|
|
void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
|
|
{
|
|
// This function is technically part of the API even if we stopped using the callback, so leaving it around.
|
|
}
|
|
|
|
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
|
|
static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void* user_data)
|
|
{
|
|
// Mimic Emscripten_HandleWheel() in SDL.
|
|
// Corresponding equivalent in GLFW JS emulation layer has incorrect quantizing preventing small values. See #6096
|
|
ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
|
|
float multiplier = 0.0f;
|
|
if (ev->deltaMode == DOM_DELTA_PIXEL) { multiplier = 1.0f / 100.0f; } // 100 pixels make up a step.
|
|
else if (ev->deltaMode == DOM_DELTA_LINE) { multiplier = 1.0f / 3.0f; } // 3 lines make up a step.
|
|
else if (ev->deltaMode == DOM_DELTA_PAGE) { multiplier = 80.0f; } // A page makes up 80 steps.
|
|
float wheel_x = ev->deltaX * -multiplier;
|
|
float wheel_y = ev->deltaY * -multiplier;
|
|
ImGuiIO& io = ImGui::GetIO(bd->Context);
|
|
io.AddMouseWheelEvent(wheel_x, wheel_y);
|
|
//IMGUI_DEBUG_LOG("[Emsc] mode %d dx: %.2f, dy: %.2f, dz: %.2f --> feed %.2f %.2f\n", (int)ev->deltaMode, ev->deltaX, ev->deltaY, ev->deltaZ, wheel_x, wheel_y);
|
|
return EM_TRUE;
|
|
}
|
|
#endif
|
|
|
|
#ifdef _WIN32
|
|
static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
|
#endif
|
|
|
|
void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
|
|
IM_ASSERT(bd->InstalledCallbacks == false && "Callbacks already installed!");
|
|
IM_ASSERT(bd->Window == window);
|
|
|
|
bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback);
|
|
bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback);
|
|
bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplGlfw_CursorPosCallback);
|
|
bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
|
|
bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
|
|
bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
|
|
bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
|
|
bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
|
|
bd->InstalledCallbacks = true;
|
|
}
|
|
|
|
void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window)
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
|
|
IM_ASSERT(bd->InstalledCallbacks == true && "Callbacks not installed!");
|
|
IM_ASSERT(bd->Window == window);
|
|
|
|
glfwSetWindowFocusCallback(window, bd->PrevUserCallbackWindowFocus);
|
|
glfwSetCursorEnterCallback(window, bd->PrevUserCallbackCursorEnter);
|
|
glfwSetCursorPosCallback(window, bd->PrevUserCallbackCursorPos);
|
|
glfwSetMouseButtonCallback(window, bd->PrevUserCallbackMousebutton);
|
|
glfwSetScrollCallback(window, bd->PrevUserCallbackScroll);
|
|
glfwSetKeyCallback(window, bd->PrevUserCallbackKey);
|
|
glfwSetCharCallback(window, bd->PrevUserCallbackChar);
|
|
glfwSetMonitorCallback(bd->PrevUserCallbackMonitor);
|
|
bd->InstalledCallbacks = false;
|
|
bd->PrevUserCallbackWindowFocus = nullptr;
|
|
bd->PrevUserCallbackCursorEnter = nullptr;
|
|
bd->PrevUserCallbackCursorPos = nullptr;
|
|
bd->PrevUserCallbackMousebutton = nullptr;
|
|
bd->PrevUserCallbackScroll = nullptr;
|
|
bd->PrevUserCallbackKey = nullptr;
|
|
bd->PrevUserCallbackChar = nullptr;
|
|
bd->PrevUserCallbackMonitor = nullptr;
|
|
}
|
|
|
|
// Set to 'true' to enable chaining installed callbacks for all windows (including secondary viewports created by backends or by user.
|
|
// This is 'false' by default meaning we only chain callbacks for the main viewport.
|
|
// We cannot set this to 'true' by default because user callbacks code may be not testing the 'window' parameter of their callback.
|
|
// If you set this to 'true' your user callback code will need to make sure you are testing the 'window' parameter.
|
|
void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows)
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
bd->CallbacksChainForAllWindows = chain_for_all_windows;
|
|
}
|
|
|
|
#ifdef __EMSCRIPTEN__
|
|
#if EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 >= 34020240817
|
|
void ImGui_ImplGlfw_EmscriptenOpenURL(const char* url) { if (url) emscripten::glfw3::OpenURL(url); }
|
|
#else
|
|
EM_JS(void, ImGui_ImplGlfw_EmscriptenOpenURL, (const char* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); });
|
|
#endif
|
|
#endif
|
|
|
|
static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
IMGUI_CHECKVERSION();
|
|
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
|
//printf("GLFW_VERSION: %d.%d.%d (%d)", GLFW_VERSION_MAJOR, GLFW_VERSION_MINOR, GLFW_VERSION_REVISION, GLFW_VERSION_COMBINED);
|
|
|
|
// Setup backend capabilities flags
|
|
ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)();
|
|
snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_glfw (%d)", GLFW_VERSION_COMBINED);
|
|
io.BackendPlatformUserData = (void*)bd;
|
|
io.BackendPlatformName = bd->BackendPlatformName;
|
|
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
|
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
|
|
|
bool has_viewports = false;
|
|
#ifndef __EMSCRIPTEN__
|
|
has_viewports = true;
|
|
#if GLFW_HAS_GETPLATFORM
|
|
if (glfwGetPlatform() == GLFW_PLATFORM_WAYLAND)
|
|
has_viewports = false;
|
|
#endif
|
|
if (has_viewports)
|
|
io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
|
|
#endif
|
|
#if GLFW_HAS_MOUSE_PASSTHROUGH || GLFW_HAS_WINDOW_HOVERED
|
|
io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional)
|
|
#endif
|
|
|
|
bd->Context = ImGui::GetCurrentContext();
|
|
bd->Window = window;
|
|
bd->Time = 0.0;
|
|
ImGui_ImplGlfw_ContextMap_Add(window, bd->Context);
|
|
|
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
|
#if GLFW_VERSION_COMBINED < 3300
|
|
platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(ImGui_ImplGlfw_GetBackendData()->Window, text); };
|
|
platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(ImGui_ImplGlfw_GetBackendData()->Window); };
|
|
#else
|
|
platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(nullptr, text); };
|
|
platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(nullptr); };
|
|
#endif
|
|
|
|
#ifdef __EMSCRIPTEN__
|
|
platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplGlfw_EmscriptenOpenURL(url); return true; };
|
|
#endif
|
|
|
|
// Create mouse cursors
|
|
// (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
|
|
// GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.
|
|
// Missing cursors will return nullptr and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
|
|
GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
|
|
bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
|
bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
|
|
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
|
|
bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
|
|
bd->MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
|
|
#if GLFW_HAS_NEW_CURSORS
|
|
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR);
|
|
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR);
|
|
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR);
|
|
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR);
|
|
#else
|
|
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
|
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
|
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
|
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
|
#endif
|
|
glfwSetErrorCallback(prev_error_callback);
|
|
#if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908)
|
|
(void)glfwGetError(nullptr);
|
|
#endif
|
|
|
|
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
|
|
if (install_callbacks)
|
|
ImGui_ImplGlfw_InstallCallbacks(window);
|
|
|
|
// Update monitor a first time during init
|
|
// (note: monitor callback are broken in GLFW 3.2 and earlier, see github.com/glfw/glfw/issues/784)
|
|
ImGui_ImplGlfw_UpdateMonitors();
|
|
glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
|
|
|
|
// Set platform dependent data in viewport
|
|
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
|
main_viewport->PlatformHandle = (void*)bd->Window;
|
|
#ifdef _WIN32
|
|
main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window);
|
|
#elif defined(__APPLE__)
|
|
main_viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(bd->Window);
|
|
#else
|
|
IM_UNUSED(main_viewport);
|
|
#endif
|
|
if (has_viewports)
|
|
ImGui_ImplGlfw_InitMultiViewportSupport();
|
|
|
|
// Windows: register a WndProc hook so we can intercept some messages.
|
|
#ifdef _WIN32
|
|
HWND hwnd = (HWND)main_viewport->PlatformHandleRaw;
|
|
::SetPropA(hwnd, "IMGUI_BACKEND_DATA", bd);
|
|
bd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW(hwnd, GWLP_WNDPROC);
|
|
IM_ASSERT(bd->PrevWndProc != nullptr);
|
|
::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
|
|
#endif
|
|
|
|
// Emscripten: the same application can run on various platforms, so we detect the Apple platform at runtime
|
|
// to override io.ConfigMacOSXBehaviors from its default (which is always false in Emscripten).
|
|
#ifdef __EMSCRIPTEN__
|
|
#if EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 >= 34020240817
|
|
if (emscripten::glfw3::IsRuntimePlatformApple())
|
|
{
|
|
io.ConfigMacOSXBehaviors = true;
|
|
|
|
// Due to how the browser (poorly) handles the Meta Key, this line essentially disables repeats when used.
|
|
// This means that Meta + V only registers a single key-press, even if the keys are held.
|
|
// This is a compromise for dealing with this issue in ImGui since ImGui implements key repeat itself.
|
|
// See https://github.com/pongasoft/emscripten-glfw/blob/v3.4.0.20240817/docs/Usage.md#the-problem-of-the-super-key
|
|
emscripten::glfw3::SetSuperPlusKeyTimeouts(10, 10);
|
|
}
|
|
#endif
|
|
#endif
|
|
|
|
bd->ClientApi = client_api;
|
|
return true;
|
|
}
|
|
|
|
bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks)
|
|
{
|
|
return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL);
|
|
}
|
|
|
|
bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
|
|
{
|
|
return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan);
|
|
}
|
|
|
|
bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks)
|
|
{
|
|
return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Unknown);
|
|
}
|
|
|
|
void ImGui_ImplGlfw_Shutdown()
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
|
|
ImGui_ImplGlfw_ShutdownMultiViewportSupport();
|
|
|
|
if (bd->InstalledCallbacks)
|
|
ImGui_ImplGlfw_RestoreCallbacks(bd->Window);
|
|
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
|
|
if (bd->CanvasSelector)
|
|
emscripten_set_wheel_callback(bd->CanvasSelector, nullptr, false, nullptr);
|
|
#endif
|
|
|
|
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
|
glfwDestroyCursor(bd->MouseCursors[cursor_n]);
|
|
|
|
// Windows: restore our WndProc hook
|
|
#ifdef _WIN32
|
|
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
|
::SetPropA((HWND)main_viewport->PlatformHandleRaw, "IMGUI_BACKEND_DATA", nullptr);
|
|
::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->PrevWndProc);
|
|
bd->PrevWndProc = nullptr;
|
|
#endif
|
|
|
|
io.BackendPlatformName = nullptr;
|
|
io.BackendPlatformUserData = nullptr;
|
|
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
|
|
ImGui_ImplGlfw_ContextMap_Remove(bd->Window);
|
|
IM_DELETE(bd);
|
|
}
|
|
|
|
static void ImGui_ImplGlfw_UpdateMouseData()
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
|
|
|
ImGuiID mouse_viewport_id = 0;
|
|
const ImVec2 mouse_pos_prev = io.MousePos;
|
|
for (int n = 0; n < platform_io.Viewports.Size; n++)
|
|
{
|
|
ImGuiViewport* viewport = platform_io.Viewports[n];
|
|
GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle;
|
|
|
|
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
|
|
const bool is_window_focused = true;
|
|
#else
|
|
const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
|
|
#endif
|
|
if (is_window_focused)
|
|
{
|
|
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)
|
|
// When multi-viewports are enabled, all Dear ImGui positions are same as OS positions.
|
|
if (io.WantSetMousePos)
|
|
glfwSetCursorPos(window, (double)(mouse_pos_prev.x - viewport->Pos.x), (double)(mouse_pos_prev.y - viewport->Pos.y));
|
|
|
|
// (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured)
|
|
if (bd->MouseWindow == nullptr)
|
|
{
|
|
double mouse_x, mouse_y;
|
|
glfwGetCursorPos(window, &mouse_x, &mouse_y);
|
|
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
|
{
|
|
// Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
|
|
// Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor)
|
|
int window_x, window_y;
|
|
glfwGetWindowPos(window, &window_x, &window_y);
|
|
mouse_x += window_x;
|
|
mouse_y += window_y;
|
|
}
|
|
bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y);
|
|
io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
|
|
}
|
|
}
|
|
|
|
// (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering.
|
|
// If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic.
|
|
// - [X] GLFW >= 3.3 backend ON WINDOWS ONLY does correctly ignore viewports with the _NoInputs flag (since we implement hit via our WndProc hook)
|
|
// On other platforms we rely on the library fallbacking to its own search when reporting a viewport with _NoInputs flag.
|
|
// - [!] GLFW <= 3.2 backend CANNOT correctly ignore viewports with the _NoInputs flag, and CANNOT reported Hovered Viewport because of mouse capture.
|
|
// Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window
|
|
// for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported
|
|
// by the backend, and use its flawed heuristic to guess the viewport behind.
|
|
// - [X] GLFW backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target).
|
|
// FIXME: This is currently only correct on Win32. See what we do below with the WM_NCHITTEST, missing an equivalent for other systems.
|
|
// See https://github.com/glfw/glfw/issues/1236 if you want to help in making this a GLFW feature.
|
|
#if GLFW_HAS_MOUSE_PASSTHROUGH
|
|
const bool window_no_input = (viewport->Flags & ImGuiViewportFlags_NoInputs) != 0;
|
|
glfwSetWindowAttrib(window, GLFW_MOUSE_PASSTHROUGH, window_no_input);
|
|
#endif
|
|
#if GLFW_HAS_MOUSE_PASSTHROUGH || GLFW_HAS_WINDOW_HOVERED
|
|
if (glfwGetWindowAttrib(window, GLFW_HOVERED))
|
|
mouse_viewport_id = viewport->ID;
|
|
#else
|
|
// We cannot use bd->MouseWindow maintained from CursorEnter/Leave callbacks, because it is locked to the window capturing mouse.
|
|
#endif
|
|
}
|
|
|
|
if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
|
|
io.AddMouseViewportEvent(mouse_viewport_id);
|
|
}
|
|
|
|
static void ImGui_ImplGlfw_UpdateMouseCursor()
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
|
|
return;
|
|
|
|
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
|
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
|
for (int n = 0; n < platform_io.Viewports.Size; n++)
|
|
{
|
|
GLFWwindow* window = (GLFWwindow*)platform_io.Viewports[n]->PlatformHandle;
|
|
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
|
|
{
|
|
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
|
|
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
|
|
}
|
|
else
|
|
{
|
|
// Show OS mouse cursor
|
|
// FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
|
|
glfwSetCursor(window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
|
|
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Update gamepad inputs
|
|
static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; }
|
|
static void ImGui_ImplGlfw_UpdateGamepads()
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs, but see #8075
|
|
return;
|
|
|
|
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
|
|
#if GLFW_HAS_GAMEPAD_API && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3)
|
|
GLFWgamepadstate gamepad;
|
|
if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad))
|
|
return;
|
|
#define MAP_BUTTON(KEY_NO, BUTTON_NO, _UNUSED) do { io.AddKeyEvent(KEY_NO, gamepad.buttons[BUTTON_NO] != 0); } while (0)
|
|
#define MAP_ANALOG(KEY_NO, AXIS_NO, _UNUSED, V0, V1) do { float v = gamepad.axes[AXIS_NO]; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)
|
|
#else
|
|
int axes_count = 0, buttons_count = 0;
|
|
const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
|
|
const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
|
|
if (axes_count == 0 || buttons_count == 0)
|
|
return;
|
|
#define MAP_BUTTON(KEY_NO, _UNUSED, BUTTON_NO) do { io.AddKeyEvent(KEY_NO, (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS)); } while (0)
|
|
#define MAP_ANALOG(KEY_NO, _UNUSED, AXIS_NO, V0, V1) do { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)
|
|
#endif
|
|
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
|
MAP_BUTTON(ImGuiKey_GamepadStart, GLFW_GAMEPAD_BUTTON_START, 7);
|
|
MAP_BUTTON(ImGuiKey_GamepadBack, GLFW_GAMEPAD_BUTTON_BACK, 6);
|
|
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, GLFW_GAMEPAD_BUTTON_X, 2); // Xbox X, PS Square
|
|
MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle
|
|
MAP_BUTTON(ImGuiKey_GamepadFaceUp, GLFW_GAMEPAD_BUTTON_Y, 3); // Xbox Y, PS Triangle
|
|
MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross
|
|
MAP_BUTTON(ImGuiKey_GamepadDpadLeft, GLFW_GAMEPAD_BUTTON_DPAD_LEFT, 13);
|
|
MAP_BUTTON(ImGuiKey_GamepadDpadRight, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, 11);
|
|
MAP_BUTTON(ImGuiKey_GamepadDpadUp, GLFW_GAMEPAD_BUTTON_DPAD_UP, 10);
|
|
MAP_BUTTON(ImGuiKey_GamepadDpadDown, GLFW_GAMEPAD_BUTTON_DPAD_DOWN, 12);
|
|
MAP_BUTTON(ImGuiKey_GamepadL1, GLFW_GAMEPAD_BUTTON_LEFT_BUMPER, 4);
|
|
MAP_BUTTON(ImGuiKey_GamepadR1, GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER, 5);
|
|
MAP_ANALOG(ImGuiKey_GamepadL2, GLFW_GAMEPAD_AXIS_LEFT_TRIGGER, 4, -0.75f, +1.0f);
|
|
MAP_ANALOG(ImGuiKey_GamepadR2, GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER, 5, -0.75f, +1.0f);
|
|
MAP_BUTTON(ImGuiKey_GamepadL3, GLFW_GAMEPAD_BUTTON_LEFT_THUMB, 8);
|
|
MAP_BUTTON(ImGuiKey_GamepadR3, GLFW_GAMEPAD_BUTTON_RIGHT_THUMB, 9);
|
|
MAP_ANALOG(ImGuiKey_GamepadLStickLeft, GLFW_GAMEPAD_AXIS_LEFT_X, 0, -0.25f, -1.0f);
|
|
MAP_ANALOG(ImGuiKey_GamepadLStickRight, GLFW_GAMEPAD_AXIS_LEFT_X, 0, +0.25f, +1.0f);
|
|
MAP_ANALOG(ImGuiKey_GamepadLStickUp, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, -0.25f, -1.0f);
|
|
MAP_ANALOG(ImGuiKey_GamepadLStickDown, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, +0.25f, +1.0f);
|
|
MAP_ANALOG(ImGuiKey_GamepadRStickLeft, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, -0.25f, -1.0f);
|
|
MAP_ANALOG(ImGuiKey_GamepadRStickRight, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, +0.25f, +1.0f);
|
|
MAP_ANALOG(ImGuiKey_GamepadRStickUp, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, -0.25f, -1.0f);
|
|
MAP_ANALOG(ImGuiKey_GamepadRStickDown, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, +0.25f, +1.0f);
|
|
#undef MAP_BUTTON
|
|
#undef MAP_ANALOG
|
|
}
|
|
|
|
static void ImGui_ImplGlfw_UpdateMonitors()
|
|
{
|
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
|
|
|
int monitors_count = 0;
|
|
GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count);
|
|
if (monitors_count == 0) // Preserve existing monitor list if there are none. Happens on macOS sleeping (#5683)
|
|
return;
|
|
|
|
platform_io.Monitors.resize(0);
|
|
for (int n = 0; n < monitors_count; n++)
|
|
{
|
|
ImGuiPlatformMonitor monitor;
|
|
int x, y;
|
|
glfwGetMonitorPos(glfw_monitors[n], &x, &y);
|
|
const GLFWvidmode* vid_mode = glfwGetVideoMode(glfw_monitors[n]);
|
|
if (vid_mode == nullptr)
|
|
continue; // Failed to get Video mode (e.g. Emscripten does not support this function)
|
|
monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y);
|
|
monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height);
|
|
#if GLFW_HAS_MONITOR_WORK_AREA
|
|
int w, h;
|
|
glfwGetMonitorWorkarea(glfw_monitors[n], &x, &y, &w, &h);
|
|
if (w > 0 && h > 0) // Workaround a small GLFW issue reporting zero on monitor changes: https://github.com/glfw/glfw/pull/1761
|
|
{
|
|
monitor.WorkPos = ImVec2((float)x, (float)y);
|
|
monitor.WorkSize = ImVec2((float)w, (float)h);
|
|
}
|
|
#endif
|
|
float scale = ImGui_ImplGlfw_GetContentScaleForMonitor(glfw_monitors[n]);
|
|
if (scale == 0.0f)
|
|
continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902.
|
|
monitor.DpiScale = scale;
|
|
monitor.PlatformHandle = (void*)glfw_monitors[n]; // [...] GLFW doc states: "guaranteed to be valid only until the monitor configuration changes"
|
|
platform_io.Monitors.push_back(monitor);
|
|
}
|
|
}
|
|
|
|
// - On Windows the process needs to be marked DPI-aware!! SDL2 doesn't do it by default. You can call ::SetProcessDPIAware() or call ImGui_ImplWin32_EnableDpiAwareness() from Win32 backend.
|
|
// - Apple platforms use FramebufferScale so we always return 1.0f.
|
|
// - Some accessibility applications are declaring virtual monitors with a DPI of 0.0f, see #7902. We preserve this value for caller to handle.
|
|
float ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window)
|
|
{
|
|
#if GLFW_HAS_PER_MONITOR_DPI && !defined(__APPLE__)
|
|
float x_scale, y_scale;
|
|
glfwGetWindowContentScale(window, &x_scale, &y_scale);
|
|
return x_scale;
|
|
#else
|
|
IM_UNUSED(window);
|
|
return 1.0f;
|
|
#endif
|
|
}
|
|
|
|
float ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor)
|
|
{
|
|
#if GLFW_HAS_PER_MONITOR_DPI && !defined(__APPLE__)
|
|
float x_scale, y_scale;
|
|
glfwGetMonitorContentScale(monitor, &x_scale, &y_scale);
|
|
return x_scale;
|
|
#else
|
|
IM_UNUSED(monitor);
|
|
return 1.0f;
|
|
#endif
|
|
}
|
|
|
|
static void ImGui_ImplGlfw_GetWindowSizeAndFramebufferScale(GLFWwindow* window, ImVec2* out_size, ImVec2* out_framebuffer_scale)
|
|
{
|
|
int w, h;
|
|
int display_w, display_h;
|
|
glfwGetWindowSize(window, &w, &h);
|
|
glfwGetFramebufferSize(window, &display_w, &display_h);
|
|
if (out_size != nullptr)
|
|
*out_size = ImVec2((float)w, (float)h);
|
|
if (out_framebuffer_scale != nullptr)
|
|
*out_framebuffer_scale = (w > 0 && h > 0) ? ImVec2((float)display_w / (float)w, (float)display_h / (float)h) : ImVec2(1.0f, 1.0f);
|
|
}
|
|
|
|
void ImGui_ImplGlfw_NewFrame()
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?");
|
|
|
|
// Setup main viewport size (every frame to accommodate for window resizing)
|
|
ImGui_ImplGlfw_GetWindowSizeAndFramebufferScale(bd->Window, &io.DisplaySize, &io.DisplayFramebufferScale);
|
|
ImGui_ImplGlfw_UpdateMonitors();
|
|
|
|
// Setup time step
|
|
// (Accept glfwGetTime() not returning a monotonically increasing value. Seems to happens on disconnecting peripherals and probably on VMs and Emscripten, see #6491, #6189, #6114, #3644)
|
|
double current_time = glfwGetTime();
|
|
if (current_time <= bd->Time)
|
|
current_time = bd->Time + 0.00001f;
|
|
io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
|
|
bd->Time = current_time;
|
|
|
|
bd->MouseIgnoreButtonUp = false;
|
|
ImGui_ImplGlfw_UpdateMouseData();
|
|
ImGui_ImplGlfw_UpdateMouseCursor();
|
|
|
|
// Update game controllers (if enabled and available)
|
|
ImGui_ImplGlfw_UpdateGamepads();
|
|
}
|
|
|
|
// GLFW doesn't provide a portable sleep function
|
|
void ImGui_ImplGlfw_Sleep(int milliseconds)
|
|
{
|
|
#ifdef _WIN32
|
|
::Sleep(milliseconds);
|
|
#else
|
|
usleep(milliseconds * 1000);
|
|
#endif
|
|
}
|
|
|
|
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
|
|
static EM_BOOL ImGui_ImplGlfw_OnCanvasSizeChange(int event_type, const EmscriptenUiEvent* event, void* user_data)
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
|
|
double canvas_width, canvas_height;
|
|
emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height);
|
|
glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height);
|
|
return true;
|
|
}
|
|
|
|
static EM_BOOL ImGui_ImplEmscripten_FullscreenChangeCallback(int event_type, const EmscriptenFullscreenChangeEvent* event, void* user_data)
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
|
|
double canvas_width, canvas_height;
|
|
emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height);
|
|
glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height);
|
|
return true;
|
|
}
|
|
|
|
// 'canvas_selector' is a CSS selector. The event listener is applied to the first element that matches the query.
|
|
// STRING MUST PERSIST FOR THE APPLICATION DURATION. PLEASE USE A STRING LITERAL OR ENSURE POINTER WILL STAY VALID.
|
|
void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow*, const char* canvas_selector)
|
|
{
|
|
IM_ASSERT(canvas_selector != nullptr);
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?");
|
|
|
|
bd->CanvasSelector = canvas_selector;
|
|
emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, bd, false, ImGui_ImplGlfw_OnCanvasSizeChange);
|
|
emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, bd, false, ImGui_ImplEmscripten_FullscreenChangeCallback);
|
|
|
|
// Change the size of the GLFW window according to the size of the canvas
|
|
ImGui_ImplGlfw_OnCanvasSizeChange(EMSCRIPTEN_EVENT_RESIZE, {}, bd);
|
|
|
|
// Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096)
|
|
// We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves.
|
|
// FIXME: May break chaining in case user registered their own Emscripten callback?
|
|
emscripten_set_wheel_callback(bd->CanvasSelector, bd, false, ImGui_ImplEmscripten_WheelCallback);
|
|
}
|
|
#elif defined(EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3)
|
|
// When using --use-port=contrib.glfw3 for the GLFW implementation, you can override the behavior of this call
|
|
// by invoking emscripten_glfw_make_canvas_resizable afterward.
|
|
// See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Usage.md#how-to-make-the-canvas-resizable-by-the-user for an explanation
|
|
void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector)
|
|
{
|
|
GLFWwindow* w = (GLFWwindow*)(EM_ASM_INT({ return Module.glfwGetWindow(UTF8ToString($0)); }, canvas_selector));
|
|
IM_ASSERT(window == w); // Sanity check
|
|
IM_UNUSED(w);
|
|
emscripten_glfw_make_canvas_resizable(window, "window", nullptr);
|
|
}
|
|
#endif // #ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------
|
|
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
|
|
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
|
|
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
|
|
//--------------------------------------------------------------------------------------------------------
|
|
|
|
// Helper structure we store in the void* PlatformUserData field of each ImGuiViewport to easily retrieve our backend data.
|
|
struct ImGui_ImplGlfw_ViewportData
|
|
{
|
|
GLFWwindow* Window; // Stored in ImGuiViewport::PlatformHandle
|
|
bool WindowOwned;
|
|
int IgnoreWindowPosEventFrame;
|
|
int IgnoreWindowSizeEventFrame;
|
|
#ifdef _WIN32
|
|
WNDPROC PrevWndProc;
|
|
#endif
|
|
|
|
ImGui_ImplGlfw_ViewportData() { memset((void*)this, 0, sizeof(*this)); IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; }
|
|
~ImGui_ImplGlfw_ViewportData() { IM_ASSERT(Window == nullptr); }
|
|
};
|
|
|
|
static void ImGui_ImplGlfw_WindowCloseCallback(GLFWwindow* window)
|
|
{
|
|
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
|
|
viewport->PlatformRequestClose = true;
|
|
}
|
|
|
|
// GLFW may dispatch window pos/size events after calling glfwSetWindowPos()/glfwSetWindowSize().
|
|
// However: depending on the platform the callback may be invoked at different time:
|
|
// - on Windows it appears to be called within the glfwSetWindowPos()/glfwSetWindowSize() call
|
|
// - on Linux it is queued and invoked during glfwPollEvents()
|
|
// Because the event doesn't always fire on glfwSetWindowXXX() we use a frame counter tag to only
|
|
// ignore recent glfwSetWindowXXX() calls.
|
|
static void ImGui_ImplGlfw_WindowPosCallback(GLFWwindow* window, int, int)
|
|
{
|
|
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
|
|
{
|
|
if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
|
|
{
|
|
bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowPosEventFrame + 1);
|
|
//data->IgnoreWindowPosEventFrame = -1;
|
|
if (ignore_event)
|
|
return;
|
|
}
|
|
viewport->PlatformRequestMove = true;
|
|
}
|
|
}
|
|
|
|
static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int)
|
|
{
|
|
if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window))
|
|
{
|
|
if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
|
|
{
|
|
bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowSizeEventFrame + 1);
|
|
//data->IgnoreWindowSizeEventFrame = -1;
|
|
if (ignore_event)
|
|
return;
|
|
}
|
|
viewport->PlatformRequestResize = true;
|
|
}
|
|
}
|
|
|
|
static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport)
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)();
|
|
viewport->PlatformUserData = vd;
|
|
|
|
// Workaround for Linux: ignore mouse up events corresponding to losing focus of the previously focused window (#7733, #3158, #7922)
|
|
#ifdef __linux__
|
|
bd->MouseIgnoreButtonUpWaitForFocusLoss = true;
|
|
#endif
|
|
|
|
// GLFW 3.2 unfortunately always set focus on glfwCreateWindow() if GLFW_VISIBLE is set, regardless of GLFW_FOCUSED
|
|
// With GLFW 3.3, the hint GLFW_FOCUS_ON_SHOW fixes this problem
|
|
glfwWindowHint(GLFW_VISIBLE, false);
|
|
glfwWindowHint(GLFW_FOCUSED, false);
|
|
#if GLFW_HAS_FOCUS_ON_SHOW
|
|
glfwWindowHint(GLFW_FOCUS_ON_SHOW, false);
|
|
#endif
|
|
glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true);
|
|
#if GLFW_HAS_WINDOW_TOPMOST
|
|
glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false);
|
|
#endif
|
|
GLFWwindow* share_window = (bd->ClientApi == GlfwClientApi_OpenGL) ? bd->Window : nullptr;
|
|
vd->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", nullptr, share_window);
|
|
vd->WindowOwned = true;
|
|
ImGui_ImplGlfw_ContextMap_Add(vd->Window, bd->Context);
|
|
viewport->PlatformHandle = (void*)vd->Window;
|
|
#ifdef _WIN32
|
|
viewport->PlatformHandleRaw = glfwGetWin32Window(vd->Window);
|
|
::SetPropA((HWND)viewport->PlatformHandleRaw, "IMGUI_BACKEND_DATA", bd);
|
|
#elif defined(__APPLE__)
|
|
viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(vd->Window);
|
|
#endif
|
|
glfwSetWindowPos(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y);
|
|
|
|
// Install GLFW callbacks for secondary viewports
|
|
glfwSetWindowFocusCallback(vd->Window, ImGui_ImplGlfw_WindowFocusCallback);
|
|
glfwSetCursorEnterCallback(vd->Window, ImGui_ImplGlfw_CursorEnterCallback);
|
|
glfwSetCursorPosCallback(vd->Window, ImGui_ImplGlfw_CursorPosCallback);
|
|
glfwSetMouseButtonCallback(vd->Window, ImGui_ImplGlfw_MouseButtonCallback);
|
|
glfwSetScrollCallback(vd->Window, ImGui_ImplGlfw_ScrollCallback);
|
|
glfwSetKeyCallback(vd->Window, ImGui_ImplGlfw_KeyCallback);
|
|
glfwSetCharCallback(vd->Window, ImGui_ImplGlfw_CharCallback);
|
|
glfwSetWindowCloseCallback(vd->Window, ImGui_ImplGlfw_WindowCloseCallback);
|
|
glfwSetWindowPosCallback(vd->Window, ImGui_ImplGlfw_WindowPosCallback);
|
|
glfwSetWindowSizeCallback(vd->Window, ImGui_ImplGlfw_WindowSizeCallback);
|
|
if (bd->ClientApi == GlfwClientApi_OpenGL)
|
|
{
|
|
glfwMakeContextCurrent(vd->Window);
|
|
glfwSwapInterval(0);
|
|
}
|
|
}
|
|
|
|
static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport)
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
|
|
{
|
|
if (vd->WindowOwned)
|
|
{
|
|
#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
|
|
HWND hwnd = (HWND)viewport->PlatformHandleRaw;
|
|
::RemovePropA(hwnd, "IMGUI_VIEWPORT");
|
|
#endif
|
|
|
|
// Release any keys that were pressed in the window being destroyed and are still held down,
|
|
// because we will not receive any release events after window is destroyed.
|
|
for (int i = 0; i < IM_ARRAYSIZE(bd->KeyOwnerWindows); i++)
|
|
if (bd->KeyOwnerWindows[i] == vd->Window)
|
|
ImGui_ImplGlfw_KeyCallback(vd->Window, i, 0, GLFW_RELEASE, 0); // Later params are only used for main viewport, on which this function is never called.
|
|
|
|
ImGui_ImplGlfw_ContextMap_Remove(vd->Window);
|
|
glfwDestroyWindow(vd->Window);
|
|
}
|
|
vd->Window = nullptr;
|
|
IM_DELETE(vd);
|
|
}
|
|
viewport->PlatformUserData = viewport->PlatformHandle = nullptr;
|
|
}
|
|
|
|
static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport)
|
|
{
|
|
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
|
|
|
#if defined(_WIN32)
|
|
// GLFW hack: Hide icon from task bar
|
|
HWND hwnd = (HWND)viewport->PlatformHandleRaw;
|
|
if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)
|
|
{
|
|
LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE);
|
|
ex_style &= ~WS_EX_APPWINDOW;
|
|
ex_style |= WS_EX_TOOLWINDOW;
|
|
::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style);
|
|
}
|
|
|
|
// GLFW hack: install WndProc for mouse source event and WM_NCHITTEST message handler.
|
|
::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport);
|
|
vd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW(hwnd, GWLP_WNDPROC);
|
|
::SetWindowLongPtrW(hwnd, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
|
|
|
|
#if !GLFW_HAS_FOCUS_ON_SHOW
|
|
// GLFW hack: GLFW 3.2 has a bug where glfwShowWindow() also activates/focus the window.
|
|
// The fix was pushed to GLFW repository on 2018/01/09 and should be included in GLFW 3.3 via a GLFW_FOCUS_ON_SHOW window attribute.
|
|
// See https://github.com/glfw/glfw/issues/1189
|
|
// FIXME-VIEWPORT: Implement same work-around for Linux/OSX in the meanwhile.
|
|
if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing)
|
|
{
|
|
::ShowWindow(hwnd, SW_SHOWNA);
|
|
return;
|
|
}
|
|
#endif
|
|
#endif
|
|
|
|
glfwShowWindow(vd->Window);
|
|
}
|
|
|
|
static ImVec2 ImGui_ImplGlfw_GetWindowPos(ImGuiViewport* viewport)
|
|
{
|
|
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
|
int x = 0, y = 0;
|
|
glfwGetWindowPos(vd->Window, &x, &y);
|
|
return ImVec2((float)x, (float)y);
|
|
}
|
|
|
|
static void ImGui_ImplGlfw_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos)
|
|
{
|
|
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
|
vd->IgnoreWindowPosEventFrame = ImGui::GetFrameCount();
|
|
glfwSetWindowPos(vd->Window, (int)pos.x, (int)pos.y);
|
|
}
|
|
|
|
static ImVec2 ImGui_ImplGlfw_GetWindowSize(ImGuiViewport* viewport)
|
|
{
|
|
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
|
int w = 0, h = 0;
|
|
glfwGetWindowSize(vd->Window, &w, &h);
|
|
return ImVec2((float)w, (float)h);
|
|
}
|
|
|
|
static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
|
|
{
|
|
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
|
#if defined(__APPLE__) && !GLFW_HAS_OSX_WINDOW_POS_FIX
|
|
// Native OS windows are positioned from the bottom-left corner on macOS, whereas on other platforms they are
|
|
// positioned from the upper-left corner. GLFW makes an effort to convert macOS style coordinates, however it
|
|
// doesn't handle it when changing size. We are manually moving the window in order for changes of size to be based
|
|
// on the upper-left corner.
|
|
int x, y, width, height;
|
|
glfwGetWindowPos(vd->Window, &x, &y);
|
|
glfwGetWindowSize(vd->Window, &width, &height);
|
|
glfwSetWindowPos(vd->Window, x, y - height + size.y);
|
|
#endif
|
|
vd->IgnoreWindowSizeEventFrame = ImGui::GetFrameCount();
|
|
glfwSetWindowSize(vd->Window, (int)size.x, (int)size.y);
|
|
}
|
|
|
|
static ImVec2 ImGui_ImplGlfw_GetWindowFramebufferScale(ImGuiViewport* viewport)
|
|
{
|
|
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
|
ImVec2 framebuffer_scale;
|
|
ImGui_ImplGlfw_GetWindowSizeAndFramebufferScale(vd->Window, nullptr, &framebuffer_scale);
|
|
return framebuffer_scale;
|
|
}
|
|
|
|
static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* title)
|
|
{
|
|
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
|
glfwSetWindowTitle(vd->Window, title);
|
|
}
|
|
|
|
static void ImGui_ImplGlfw_SetWindowFocus(ImGuiViewport* viewport)
|
|
{
|
|
#if GLFW_HAS_FOCUS_WINDOW
|
|
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
|
glfwFocusWindow(vd->Window);
|
|
#else
|
|
// FIXME: What are the effect of not having this function? At the moment imgui doesn't actually call SetWindowFocus - we set that up ahead, will answer that question later.
|
|
(void)viewport;
|
|
#endif
|
|
}
|
|
|
|
static bool ImGui_ImplGlfw_GetWindowFocus(ImGuiViewport* viewport)
|
|
{
|
|
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
|
return glfwGetWindowAttrib(vd->Window, GLFW_FOCUSED) != 0;
|
|
}
|
|
|
|
static bool ImGui_ImplGlfw_GetWindowMinimized(ImGuiViewport* viewport)
|
|
{
|
|
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
|
return glfwGetWindowAttrib(vd->Window, GLFW_ICONIFIED) != 0;
|
|
}
|
|
|
|
#if GLFW_HAS_WINDOW_ALPHA
|
|
static void ImGui_ImplGlfw_SetWindowAlpha(ImGuiViewport* viewport, float alpha)
|
|
{
|
|
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
|
glfwSetWindowOpacity(vd->Window, alpha);
|
|
}
|
|
#endif
|
|
|
|
static void ImGui_ImplGlfw_RenderWindow(ImGuiViewport* viewport, void*)
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
|
if (bd->ClientApi == GlfwClientApi_OpenGL)
|
|
glfwMakeContextCurrent(vd->Window);
|
|
}
|
|
|
|
static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*)
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
|
if (bd->ClientApi == GlfwClientApi_OpenGL)
|
|
{
|
|
glfwMakeContextCurrent(vd->Window);
|
|
glfwSwapBuffers(vd->Window);
|
|
}
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------------
|
|
// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface)
|
|
//--------------------------------------------------------------------------------------------------------
|
|
|
|
// Avoid including <vulkan.h> so we can build without it
|
|
#if GLFW_HAS_VULKAN
|
|
#ifndef VULKAN_H_
|
|
#define VK_DEFINE_HANDLE(object) typedef struct object##_T* object;
|
|
#if defined(__LP64__) || defined(_WIN64) || defined(__x86_64__) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__)
|
|
#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object;
|
|
#else
|
|
#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object;
|
|
#endif
|
|
VK_DEFINE_HANDLE(VkInstance)
|
|
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR)
|
|
struct VkAllocationCallbacks;
|
|
enum VkResult { VK_RESULT_MAX_ENUM = 0x7FFFFFFF };
|
|
#endif // VULKAN_H_
|
|
extern "C" { extern GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface); }
|
|
static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface)
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData;
|
|
IM_UNUSED(bd);
|
|
IM_ASSERT(bd->ClientApi == GlfwClientApi_Vulkan);
|
|
VkResult err = glfwCreateWindowSurface((VkInstance)vk_instance, vd->Window, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface);
|
|
return (int)err;
|
|
}
|
|
#endif // GLFW_HAS_VULKAN
|
|
|
|
static void ImGui_ImplGlfw_InitMultiViewportSupport()
|
|
{
|
|
// Register platform interface (will be coupled with a renderer interface)
|
|
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
|
platform_io.Platform_CreateWindow = ImGui_ImplGlfw_CreateWindow;
|
|
platform_io.Platform_DestroyWindow = ImGui_ImplGlfw_DestroyWindow;
|
|
platform_io.Platform_ShowWindow = ImGui_ImplGlfw_ShowWindow;
|
|
platform_io.Platform_SetWindowPos = ImGui_ImplGlfw_SetWindowPos;
|
|
platform_io.Platform_GetWindowPos = ImGui_ImplGlfw_GetWindowPos;
|
|
platform_io.Platform_SetWindowSize = ImGui_ImplGlfw_SetWindowSize;
|
|
platform_io.Platform_GetWindowSize = ImGui_ImplGlfw_GetWindowSize;
|
|
platform_io.Platform_GetWindowFramebufferScale = ImGui_ImplGlfw_GetWindowFramebufferScale;
|
|
platform_io.Platform_SetWindowFocus = ImGui_ImplGlfw_SetWindowFocus;
|
|
platform_io.Platform_GetWindowFocus = ImGui_ImplGlfw_GetWindowFocus;
|
|
platform_io.Platform_GetWindowMinimized = ImGui_ImplGlfw_GetWindowMinimized;
|
|
platform_io.Platform_SetWindowTitle = ImGui_ImplGlfw_SetWindowTitle;
|
|
platform_io.Platform_RenderWindow = ImGui_ImplGlfw_RenderWindow;
|
|
platform_io.Platform_SwapBuffers = ImGui_ImplGlfw_SwapBuffers;
|
|
#if GLFW_HAS_WINDOW_ALPHA
|
|
platform_io.Platform_SetWindowAlpha = ImGui_ImplGlfw_SetWindowAlpha;
|
|
#endif
|
|
#if GLFW_HAS_VULKAN
|
|
platform_io.Platform_CreateVkSurface = ImGui_ImplGlfw_CreateVkSurface;
|
|
#endif
|
|
|
|
// Register main window handle (which is owned by the main application, not by us)
|
|
// This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports.
|
|
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
|
ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)();
|
|
vd->Window = bd->Window;
|
|
vd->WindowOwned = false;
|
|
main_viewport->PlatformUserData = vd;
|
|
main_viewport->PlatformHandle = (void*)bd->Window;
|
|
}
|
|
|
|
static void ImGui_ImplGlfw_ShutdownMultiViewportSupport()
|
|
{
|
|
ImGui::DestroyPlatformWindows();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// WndProc hook (declared here because we will need access to ImGui_ImplGlfw_ViewportData)
|
|
#ifdef _WIN32
|
|
static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
|
|
{
|
|
LPARAM extra_info = ::GetMessageExtraInfo();
|
|
if ((extra_info & 0xFFFFFF80) == 0xFF515700)
|
|
return ImGuiMouseSource_Pen;
|
|
if ((extra_info & 0xFFFFFF80) == 0xFF515780)
|
|
return ImGuiMouseSource_TouchScreen;
|
|
return ImGuiMouseSource_Mouse;
|
|
}
|
|
static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
|
{
|
|
ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)::GetPropA(hWnd, "IMGUI_BACKEND_DATA");
|
|
ImGuiIO& io = ImGui::GetIO(bd->Context);
|
|
|
|
WNDPROC prev_wndproc = bd->PrevWndProc;
|
|
ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT");
|
|
if (viewport != NULL)
|
|
if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
|
|
prev_wndproc = vd->PrevWndProc;
|
|
|
|
switch (msg)
|
|
{
|
|
// GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen.
|
|
// Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently.
|
|
case WM_MOUSEMOVE: case WM_NCMOUSEMOVE:
|
|
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP:
|
|
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP:
|
|
case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP:
|
|
case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP:
|
|
io.AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo());
|
|
break;
|
|
|
|
// We have submitted https://github.com/glfw/glfw/pull/1568 to allow GLFW to support "transparent inputs".
|
|
// In the meanwhile we implement custom per-platform workarounds here (FIXME-VIEWPORT: Implement same work-around for Linux/OSX!)
|
|
#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED
|
|
case WM_NCHITTEST:
|
|
{
|
|
// Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() properly (which is OPTIONAL).
|
|
// The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
|
|
// If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
|
|
// your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
|
|
if (viewport && (viewport->Flags & ImGuiViewportFlags_NoInputs))
|
|
return HTTRANSPARENT;
|
|
break;
|
|
}
|
|
#endif
|
|
default: break;
|
|
}
|
|
return ::CallWindowProcW(prev_wndproc, hWnd, msg, wParam, lParam);
|
|
}
|
|
#endif // #ifdef _WIN32
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#if defined(__clang__)
|
|
#pragma clang diagnostic pop
|
|
#endif
|
|
|
|
#endif // #ifndef IMGUI_DISABLE
|